The problem is that when healing requirements suddenly spike, naturally many healers who are not used to it will suddenly be overwhelmed. Thats why the community is actually pretty realistic and asks for more to do during downtimes instead.


exactly what we've been saying, adding more healing requirements excludes the less skilled players who will struggle to keep up. adding more dps intricacy during the downtime allows those less skilled players to keep up in terms of 'not causing a wipe due to not healing enough' but they'll just do a little less damage. on the flipside it lets the skilled gamers express their skill. literally noone loses if we add more dps intricacy, but there is plenty of people who stand to lose if we make savage slap like Living Liquid TEA version
I think with the majority of players, it isn't even just that less skilled players will indefinetely struggle to keep up, its just that sudden spikes in difficulty will catch them offguard immediately, especially since the game already has little in terms of difficulty progression, you basically jump from very casual roulette levels of content right into savage already. Increases in difficulty should be done carefully to creat a proper difficulty curve, in my opinion possible even from the leveling content of a new expansion onwards. Like, how often do healers have to deal with hart hitting dots, really? But yeah, ultimately the first goal should be to creat a proper skill curve inside a role, which currently is very scarcely given to healers.exactly what we've been saying, adding more healing requirements excludes the less skilled players who will struggle to keep up. adding more dps intricacy during the downtime allows those less skilled players to keep up in terms of 'not causing a wipe due to not healing enough' but they'll just do a little less damage. on the flipside it lets the skilled gamers express their skill. literally noone loses if we add more dps intricacy, but there is plenty of people who stand to lose if we make savage slap like Living Liquid TEA version
Even within savage this happens, we have seen it this raid tier. People who have joined as a healer in ShB and had to deal with nothing but snoozefest damage for over 2 years have suddenly hit a brick wall because they weren't at alll prepared for savage mechanics that can't just be solved with 1-2 oGCDs. Then again the same goes for dps and tanks who rarely ever needed to use their raid mitigation before and are now probably wondering why the party gets oneshot all the time.I think with the majority of players, it isn't even just that less skilled players will indefinetely struggle to keep up, its just that sudden spikes in difficulty will catch them offguard immediately, especially since the game already has little in terms of difficulty progression, you basically jump from very casual roulette levels of content right into savage already.
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