



Pls understand as a small indie developer we can only afford 4 job designer devs, BLM gets two all too itself, PLD and the melee DPS share 1, everyone else gets the last one even though he is a RPR main and the unpaid intern gets the healersThe issue is that "when people are new to a dungeon" wears off quite quickly. Yes, you will get people that will run a dungeon for the first time for an extended period. However- once people learn the mechanics and/or outgear that dungeon, what you're describing. That's very poor design.
In addition, regarding your comment on increasing healing difficulty and other players blaming healers? Healing jobs have been simplified. The issue of people blaming healers for something hasn't gone away and likely never will. Sometimes it is justified - as healers make mistakes, or of course- maybe just not be a good team player just like any other person in any job- but sometimes people are just picking the most obvious target. All of this, after, as you say, trying to respond to either a healer shortage problems or a perceived issue that some healers were not healing. Too bad SE being a small indie company cannot afford a healer designer.


BLM gets not just two designers, but one of those is the director himself, meaning all things must be done to ensure that jobs success and his satisfaction. It is no coincidence that BLM got changes the moment it fell behind in PVP and remains the most well designed job in the game.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

