I said 'AST is over half of the damage of a DNC and BRD' because you claimed AST does 20-25% of ANY DPS. Therefore, I'd have thought it'd be obvious that saying '95%' at the start would refer to the percentile the chart shows. Guess not.
Seems YOU are the one that doesn't read people's responses before replying, since I said 'the reason I don't like Tank anymore' was because the responsibilities beyond 'do damage' were removed. You say 'When these things were removed is when Tanks became "Blue DPS", and why players that enjoyed those other things hate it' and that's what I said for why I no longer enjoy Tank as much,I WAS one of those players. You're wrong on the part where you claim that 'Tanks became Blue DPS'. They didn't have the damage rotation added at the same time as those responsibilities were removed, it was always there. So they didn't 'become', they 'always were', just that without the focus split on the other responsibilities, all of that focus instead is now thrown onto the one responsibility we have left, damage. If I wanted to just 'do damage' then I'd play the role that does that, I played Tank and Healer because there's more to do on top of 'do damage'. When that gets removed, and the role is peeled back to just another flavor of 'do damage', that's when my interest dies. I don't play Healer just to 'do damage', I play it because I have to heal and mit at times too. But if it was just reduced to 'heal and mit' as your later idea poses, I'd lose interest in the role.
Does Yoshi-P responding to two Q+A questions about 'hey there's so many PF groups that can't find a healer this tier', saying they need to look at the data for the tier, but can see there is indeed a lack of healers, to the point where he says 'please give healer a try' count? question 1, question 2
It's probably started to bounce back a bit, now that we're 20 item levels higher than the Savage is tuned for. The issue of 'It's too hard to heal this fight' isn't an issue now that you don't need to heal as much, with extra Defense and HP from gear. But that doesn't change the fact that if the balance of next tier meant the healing required was the same as this tier, the waves of people quitting would flare up again.
'Remove any kind of critical thinking requirement from the role, make it so I can be carried even when I don't do any damage, and make cure spamming not only functional, but technically optimal gameplay'. Jesus Christ. I've seen some bad ideas for changes for the game but this one might actually be the worst possible suggestion I've ever seen. It's so bad, I'd even side with FireMage in calling it a bad take, if they came in here. It would kill raiding harder than Gordias, and that's not even hyperbole.
And you're still missing the point. Crit variance in burst windows already means that some pulls end at 0.1% instead of a clear. So if the difference is 'don't do damage as healer' vs 'do only 100dps as healer by going full send', that 100dps is STILL potentially going to be the difference between a clear and not. So we're STILL going to have to full-send damage as healer, but now you've made it so low, that if the DPS slack at all, the healer is completely unable to adjust their healing rotation, to get out more damage and potentially scrape together a little bit more damage to make up the difference. This idea takes agency and carry-potential away from the healer, and turns them into a 'damsel in distress' role, forced to sit on the sidelines and hope the big strong hero (DPS classes) can beat the bad guys.
No, you're right, mine isn't the only solution. But if what you just suggested is supposed to be an 'alternative solution', to say 'guys wait, there's another way!', it's not exactly strong competition.
It's not 'no foresight or consideration for longterm ramifications' to ask for 'something similar to Stormblood', since that's already happened. We're working off of what we used to have, and have evidence of how it functioned, what shortcomings the system had, how to address them, etc. Randomly ramping HPS required has no previous basis, and is a complete shot in the dark on whether it would work or not.
Now, Regen and Medica2 giving Blood Lily is a little bit better of an idea. We can work with that, potentially. But I disagree with the rest of this chunk. We did try to clear P5-8 like we did P1-4, yes. That is, Mit what we need to Mit, and heal what we need to heal, and then do damage when we can. Just so happens, there was a little bit more damage to heal this time. That didn't change 'how we tried to clear'. Also, we're not asking for 'more damage required', we're asking for 'the way we do our damage to not be solvable by a RuneScape autoclicker'. We can't increase damage required more, because week 1 clears ask the healers to go full-send on damage anyway. We're asking for things that break up the Glare spam with other buttons, because it can get hard to focus at times when I'm pressing 13 Glares in a row. Other classes can time when mechanics are going to happen, down to the GCD. They know 'ok the boss is going to jump in 3 seconds, because after this Vorpal is my Full Thrust, and he jumps right after that'. We don't get that kind of intuition, because the Glares blend together.
If they come out and outright say 'healing required is going to be much higher from now on' at FanFest, I'll say two things. One, 'I'll believe it when I see it', because of the amount of times people have said it in response to seeing how many new healing tools we keep getting each expansion. 'Oh Lilybell does 2000 potency of healing? Just wait, EX roulettes are gonna hit so hard you won't even have time to spell Holy, let alone cast it!'. And Two, 'Bring it on' cos I'm confident enough in my skill at the role to keep up. But I don't think others are. They'll fall and fail and wipe their parties, and what will they do? They won't improve, they won't practice. They'll loudly complain until it gets changed back.
Nah, we'd just have Stormblood 2. People who don't engage in highend content at all can ignore the extra buttons to their hearts content. SCHs don't have to put up all of their DOTs in the EX roulette, ASTs don't have to fish Balance, WHM don't have to... actually WHM had the least worry back then, just Aero 3 before the Holy spam. Again, I'm not asking for us to have 'more damage required', like an enrage going from demanding 6k healer DPS to 8k. I want to go from 6k (by spamming Broil and pressing Bio once per 30s) to 6k (by having 3 DOTs to juggle, and less Broil spam as a result). You don't like that, you don't have to do it. Unless you're in high end content, at the time gearing-wise where 'playing 100% correct' is necessary. In which case, the player has the skill to learn how to play around this extra complexity. If they can't, why would anyone trust them to handle mechanics correctly?
Because the proposal is very visibly flawed, as you claim with mine.
Which is why they should embrace it, lean into it, and open up so many doors for new design paths, instead of shying away from it. For example, WHM throw rocks, WHM build new gauge. WHM hit 50 Gauge, can now use new damage-neutral healing tool. Wow, now WHM has a way to get healing from being efficient with damage, to tie in with it's way to get damage from being efficient with healing (Misery). People who don't do damage might complain that they're forced to do damage to get access to a healing tool, but they can just use Medica in it's place. If they don't want to use damage skills, they won't care about the fact Medica is a damage loss. Maybe that's the real issue. Insisting that 'healers shouldn't have to DPS' just closes so many design paths, it paints the design of the classes into a corner. It might well be the reason SGE is such a safe design compared to what it could have been.
Lastly, you posted some numbers you scraped up via Wayback Machine. We cannot use them as 'accurate data', yeh. I see the part where HW numbers were much higher than SB onward. But the '(the time Healers were most complex is also the time Healers were the smallest percentage of the population, meaning the time they were the least popular/leveled/played)', that's not quite accurate either. Since Cleric Stance-Dance was in the game in HW, and it was not in SB, it's HW, the part of the numbers where it's way HIGHER, is the 'most complex' time for healers. Now I'd argue the real reason the HW number is higher, is not actually because it's 'higher'. I think that's the baseline value, and everything since has been 'below average'. SB released two very anticipated, fan favorite jobs, SAM and RDM. These likely sucked away many healer and tank mains, and they never went back. By the time a new healer had come in with EW, the changes to healer damage complexity had already been implemented with SHB, and so I don't think it's a massive stretch to say that those changes had a dampening effect on the bump that SGE should have brought. We can see the numbers increased in 2022, but not enough to undo the massive dip caused when SB hit. But yeh, it's all speculation, and the numbers aren't exactly reliable for a number of reasons.
Census data is always going to be slightly scuffed, due to it using workarounds on how to collate the data. For example, that census would claim I'm a monk main. or a DRG main. I don't main either, but I won the savage weapons for both via greed rolls. I assume a fair amount of players would have had a similar experience occur with healer weapons, doubly so in something as farmable as an EX trial. Up until a couple of weeks ago, the 'EX weapon or better' would have also included relics too. How many of those 'healer mains' threw 1500 tomes at a WHM staff, I wonder?



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