I have this person blocked because their posts give me a legitimate headache and I refuse to entertain people who have no desire to have their opinions challenged, but the rest of you continue to quote their posts, and I see them anyway. If any of you have been in General Discussion, you'll know that it's besieged by trolls constantly. The thing with those people, is that they obviously post really controversial/factually incorrect information with the intent of getting a rise out of people. On their mains, they're probably entirely legitimate players with working brains.
Thankfully, the role forums have mostly been free of this kind of stuff, and for those who truly don't know how the game works, they are given an opportunity to learn just how stagnant our version of the holy trinity has become, and probably become a more confident and better player from it.
But every once in a while, we get someone like this.
If you read this, you "75 percentile SCH" with consistently atrocious takes and useless personal anecdotes, please block me so ideally, we can interact even less, thank you. I have no idea how Sebazy or Hyomin or really anyone from the healer forums tolerates you and your bad faith excuses for reasonable discussions. Square Enix job designers listen better than you do.
With that being said...
Nothing I said was wrong!
I am AGREEING with you in the next post you made. I said, it shouldn't be possible regardless of composition, because the core underlying fact is that it's a trident of design failures.
Why are the boss auto attacks and "tankbusters" so weak and infrequent/tank recovery options so plentiful that tanks don't even require even a single healer resource to upkeep?
Why is the raidwide damage and bleed DoTs so ineffectual and that it's practically irrelevant in the face of a few mitigation sources and an Arcane Crest?
Why is Arcane Crest so powerful and on such a low cooldown? How is this even fair to Shadeshift, or Dragoons in general, who have literally no defensives (Life Surges are not defensives)
Why is the healer design so overwhelming skewed into "solving other people's mistakes" vs having real, noticeable impact on a farm experience instead of being relegated to +1% party buff and "we need to have a healer for mechanics 1st, healing 2nd"
Pigeonholing six specific DPS, regardless of what they actually are, still doesn't remove the fact that the healer role is entirely absent. It's one thing to solo tank, or solo heal an encounter, but it's another to completely abandon the healers all together in expansion launch endgame, so quickly, that's my issue. The fight itself is only part of it, the overarching design is the problem, and it's a problem that invincible tanks are just going to proliferate after the progression experience.
What's the common complaint on healers right now? There's nothing to do, unless an emergency happens and it's salvageable(which it often isn't), otherwise it's 21111111 with the occasional, and better implemented to their credit, oGCD weave. So instead of giving the healers things to heal, like they've been asking, they get to deal with eternal tanks circle-supporting each other, an encounter design team that can't make things interesting for healer mains after progression because of gear creep, and DPS who can do their jobs for them if you stack a certain comp in our current endgame. I understand a bit of the discontent, and frustration at the lack of their agency in encounters, even if this is a unorthodox situation.
So rather than saying "Tank healing is too high!" Maybe instead what needs to be said is "Encounter damage is too low/non-threatening!"
And to continue another side discussion...
This is exactly why I said it needed to be buffed. The position of the skill is alright, but the effectiveness is lacking. Had someone last night using it on it's own on cooldown like a Rampart and was wondering why they kept dying. It honestly feels like someone had a good idea, made an animation for it, then shelved the actual design of the ability until late in development, or it was radically altered and had to hash something together in a week. As in, I know they can do better than this. Something similar to Arcane Crest, at least in terms of rewarding defensive mitigation with more defensive mitigation, is a healthy decision, one that is entirely absent on DRK right now. While the shift to 2mins vs 1mins have decreased my desire for additional Dark Arts stacks for aDPS padding, at least that would've been an easy 1-to-1 improvement in comparison to the esoteric, nuanced, and probably placebo improvements the job got outside of pure numbers. And that's coming from me, the person who thinks Blood Weapon stacks would be an expansion-level change that I have been unironically seeing in my dreams lately, I'm that tilted about it.
Even when things begin to hit much harder in the savage tier, will my theories actually prove to be honest raid contributions, or just hot air to justify the extra two buttons on my hotbar? I hope for the former, but prior experience is leading me to the latter conclusion. But outside from buffing Oblation, I have no real hope anything else will substantially alter, it's been too long with things in this state for me to believe otherwise. And even that minor comfort might not pan out with TBN still being lauded on the JP side.
Feels really odd to be playing the "worst" job in the entire game. Hope you're enjoying RPR though! Got mine to 90, had a blast playing it the entire time. At least something you suggested (Ingress/Egress) for DRK got put in the game in some form. Happy coincidences.



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