I don't think BLU counts. If it did, we'd also be talking about BLU Healers and no one here would be complaining because BLU Healers have basically everything they're asking for. They have DoTs, they have a lot of access to damage spells, though their heals are GCD, they're pretty "side content" "to do when you aren't doing your more important and more primary job: Damaging the boss"; the front and center focus is on "Green DPS". Well...BLU DPS, if you will. If BLU Healers were allowed in general content, the people that don't like current healers would presumably be pretty happy with it.
It has been a while, but was Tank Stance EVER a GCD?
That said, that's for Agro, not for mitigation. I guess people could try to "flash" it for mitigation, but that was stupid since it had the CD before you could swap out of it. Basically like Cleric Stance. Which is why it, too, was removed. But no, that isn't a valid comparison; because there isn't one. Again, the closest thing is Passage of Arms, IF you actually hold it. Because those Tank stances don't exist anymore, so how can you use that as a comparison in the modern game, exactly?
I didn't say it was people "forcing healers to do dps".
Please read my posts you reply to before replying to them. I tend to state my positions in them, so you don't need to tell me what I said (incorrectly) when what I actually said isn't that. It was the harassment the Dev team sought to end. Unsuccessfully, but it was their intention.Cleric was removed because some people were harassing Healers for not DPSing, not because "healers were meant to DPS", and because the Devs thought Healing was too taxing of a role driving people away from it and needed to be made more friendly to attract and retain a stable Healer population.
Agro is binary, but when games are based around it, it's actually important. It's not Tank has 5000 agro and next person up has 2500. It's Tank has 5000 agro and the balls to the wall BLM has 4995 and is about to use Flare. WoW had that kind of gameplay (as did FFXIV), and Tank players tend to actually like the threat management aspect of Tanking. The three mainstays of Tanking in MMOs (or games in general) are "maintaining an agro lead", "positioning the boss", and "using mitigation properly to survive heavy hitting attacks". When games start dropping those, Tank players tend to get frustrated. Tanks in HW and SB would use their threat combo if they had someone catching up to them in threat, and would use Tank Stance when in lower gear (because of the added 20% defense) as well as to keep an agro lead on DPS, since most Statics funnel their drops to their highest DPS members early on so they can push prog. It was once they were fully geared and gear started filtering to the Tanks that they could spend more and more time in damage stance, using their threat combo only when needed to keep their agro lead. A lot of Tanks found that interplay somewhat fun, and those that didn't simply spent more time in Tank stance.
If you haven't looked at Tank discussions lately, FFXIV Tanks are almost as annoyed at Tanking in FFXIV as you guys are with Healing. They feel like they've had two of their legs stripped away, since boss teleporting and massive hitboxes - or worse, wall bosses - render positioning the boss pretty meaningless in modern FFXIV encounters, and Threat is a non-issue if you simply press stance before entering the encounter. The only thing they have left is mitigation and damage ("Blue DPS"), and it turns out a lot of Tank players are as mad about being "Blue DPS" as Healer players about being "Green DPS". Mitigation has mostly become a "use oGCD/mitigation plan", and they've been shoehorned into being "DPS lite", and they don't like it, either. Someone even added up the number of wall bosses and "teleport to re-center" bosses and found they are something like 4 out of 5 EW bosses across all content (including 4 mans and 24 mans)
Which is also partly why they removed Tank/Damage stances and (much less so) Cleric stance.And when they do, the devs have to consider that
The irony is, P8S turned out the opposite way. They really ought to be tuning the Ultimates like they tuned P8S on launch and not the other way around.I'm sure you heard about how Yoshi and the devs were surprised groups cleared UCOB,
And I think this is why you don't get it.To me, 'I don't want to DPS as healer, and SE should make it so healers are focused on healing' reads the same as 'I don't want to improve, and everyone else should be dragged down to my level so I'm not made to look bad'.
Think of something you don't like doing. Maybe you don't like basketball but like football. Maybe you don't like shooting guns but like archery, or don't like either but like martial arts, or don't like that either but like cooking or yoga. So say you signed up for a yoga class and people start demanding you shoot guns and play basketball in it. You might reply, "I signed up for a yoga class, not a shooting class or basketball class, because I don't like basketball and I hate guns".
Many people sign up for Healers because they like supporting other people. Where you say you don't want to be a healing and buffing "b---h", many people actually enjoy being a support character helping their team overcome challenges. Some people want to use the power tools and others are entirely content being the go-fer that brings parts to them to do the job. And it takes all kinds to make the world function. An Army of only soldiers is a poor army - what do the eat? Where do they get their ammunition? Who plans the objectives for them to take? Without logistic and operational support and direction, all their "dps" in the world won't win a war.
To use the above example, you "don't want to improve" at shooting, because you hate guns. But you DO want to improve at yoga, because you love yoga. So saying they don't want to deal with a complex DPS rotation isn't them saying they don't want to improve. It's them saying they don't like shooting guns/complex DPS rotations. They WANT to improve, they just want to improve in other areas. For example, back in SB, I mainly played WHM still (despite having SCH/SMN to level cap in every expansion starting with when I started the game, in ARR), and I finally sat down and decided I wanted to learn SCH as well. I watched videos, I learned the difference between oGCD and GCD and between Spell/Weaponskill and Ability, Potency vs Pet Potency, and how to make some macros. I put a lot of skills I hadn't been using in more active places on my hotbar and got out of the WoW mentality of "If it has a CD greater than 30 seconds, it's for emergencies", shifting to "If it has a CD of less than 90 seconds, use all the time, and if it has a CD of 90 or more, try to use on CD with only a few rare exceptions (Benediction and Tank ultimates, basically)"
I worked hard to improve my HEALING to where I never had people dying unless they just kept standing in bad beyond the ability to heal them, and I pushed to using more and more oGCDs to heal to the point I could free up GCDs for other things like damage if I wanted to.
This wasn't me trying to get better at a DPS rotation (to this day, I still suck at trying to refresh DoTs before they fall off, despite trying all kinds of things to make it easier to see and trying to note boss mechanics used about the time they need refreshing so I can remember them), but it WAS me trying to improve.
I was trying to improve at yoga, not shooting. Which is why I picked the yoga (Healing) Role not the gunnery (DPS) Role.
Additionally: You also are stuck on the strawman/canard, no matter how many times it's shot down.
Who, exactly, has argued to remove Healer damage spells?
Who, exactly, has argued that a Healer player should be barred from ever doing damage?
Not I.
So who?
And while there could be healers that make their healing efficient to push damage, I think that's why the Devs have Healers traditionally doing so little damage (even now, AST's personal damage, for example, is pretty low compared to literally any DPS in the game - they aren't "half a DPS", they're more like 1/5th to 1/4th of one; you don't count their buffs for that, since that's not them dealing damage themselves). If Healers did little enough damage, then it wouldn't matter since that would only change clear rates on the margins with parties that have an average skill high enough to clear anyway. The balance point for the Devs is ensuring Healer damage potential is still high enough for them to effectively clear solo content.
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At the end of the day, I suppose it doesn't matter, though.
Nothing "miraculous" about it. BLUs aren't considered Tanks by the Devs and you can't use them in any current content. Again, if we could, you guys wouldn't be complaining about Healer damage kits since you could play on BLU and have a more robust one (while healing) than most DPS in the game.
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Aside:
I think I rather like playing AST in PvP. It's basically a pure healing/buffing Job in there and I love it. And unlike WHM, it doesn't require you to stupidly run into melee range for REASONS as a squishy clothy. I find where the action is and heal and buff the hell out of my party. First time playing it I was 5th in heals (after a WHM and 3 Tanks), second time I was second (behind only a Tank); seriously, Tanks do absurd healing in Frontlines, lol
Lots of assists, too, and even the odd knockout somehow (probably from Gravity...)
I think I may have found my new Frontlines main...



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