I think it's fair when they absolutely refuse to release instanced housing, meaning if you are somehow lucky enough to get a house, it feels like you are then forced to stay subbed. Because if you lose it, it's almost impossible to get it back again.Tbh you can catch up in the game VERY easily if you took a long break so the weeky tomes, loot lockout and patch release don't really mean much. And folks can say what they want but people have thier own choice to make in regards to letting their house demo. If you put that much stock into said house that's on you. Don't think it's fair to blame the devs for that.
That feeling is self inflicted no matter how it's spun. It's on the person to decide how much something is worth. You can't blame anyone/thing else for your own decision making scarcity or not. (And before someone says it, NO I don't think housing is in a good state rn)
Last edited by IkaraGreydancer; 05-10-2022 at 01:28 AM.
I get my joy from healing what you consider bad playing. To me, it’s normal and gives you something to heal. My Gulg party had multiple vuln stacks and I had to prioritize who needed healing more. Even when not healing I’m making sure to toss in my DPS, which is only a problem on bosses so on that I kind of understand. Temple was significantly harder and made me use every button I had available. Both runs nobody died. So I’m still not seeing when healing gets boring, or pointless, or whatever, but if I have then it happens so little that it’s not worth remembering.
Like this person said….if for healing to be engaging you need players to be playing badly and taking vuln stacks, there is a problem. Look at EW dungeons, where in every single pull i only need to use the same 2 ogcd’s on sage and that’s enough for the entire pull.The rest of the time i’m spamming my 1 dps button.I get my joy from healing what you consider bad playing. To me, it’s normal and gives you something to heal. My Gulg party had multiple vuln stacks and I had to prioritize who needed healing more. Even when not healing I’m making sure to toss in my DPS, which is only a problem on bosses so on that I kind of understand. Temple was significantly harder and made me use every button I had available. Both runs nobody died. So I’m still not seeing when healing gets boring, or pointless, or whatever, but if I have then it happens so little that it’s not worth remembering.
Healer engagement is always determined by how badly other people are playing even in other games. Even if the design forces you to heal by doing constant raid-wide damage, there are times where most of the team die to their own mistakes and as a healer you turn that around and it feels good.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
You're misinterpreting what is being said by healer mains. We're saying that we should not have to rely on having a party of players who are consistently failing mechanics/dying a lot for us to have engagement or fun on our jobs. We can't make solo trust NPCs fail mechanics, nor can we make other players do so. When we have runs that go completely normal and people are performing normally, we are left to do nothing but spam 1 button for 80%-90% of our casts while we occasionally throw out an oGCD heal. It's boring and it's not fun, and this problem is exacerbated the more you play healer and the better you get at it. When things are going good, our downtime isn't engaging or fun in the slightest.I get my joy from healing what you consider bad playing. To me, it’s normal and gives you something to heal. My Gulg party had multiple vuln stacks and I had to prioritize who needed healing more. Even when not healing I’m making sure to toss in my DPS, which is only a problem on bosses so on that I kind of understand. Temple was significantly harder and made me use every button I had available. Both runs nobody died. So I’m still not seeing when healing gets boring, or pointless, or whatever, but if I have then it happens so little that it’s not worth remembering.
No offense, but this is a difference in skill and experience. You find it engaging and fun, but from what I've been able to tell, you are not a healer main and likely casually play healers when you aren't playing your main jobs. But for those of us who main healers and have sunk a lot of time into the role, we just want to be able to enjoy our role the same way DPS and Tanks can enjoy their jobs in all content.
Problem being that many of the mechanics in raids these days are "You mess it up and everyone dies, the end" so there is no potential to save anything.Healer engagement is always determined by how badly other people are playing even in other games. Even if the design forces you to heal by doing constant raid-wide damage, there are times where most of the team die to their own mistakes and as a healer you turn that around and it feels good.
Right and please tell me where this is relevant in savage content and above where typically one mistake by one person equals death for everyone. There’s no turning that around.Healer engagement is always determined by how badly other people are playing even in other games. Even if the design forces you to heal by doing constant raid-wide damage, there are times where most of the team die to their own mistakes and as a healer you turn that around and it feels good.
That is true in savage but in other content such as extreme, normal, alliance raids or dungeons there is a lot of opportunity for it.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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