This is why I often say "are you for real"?
I didn't.
I argued against RAISING THE DIFFICULTY OF the one dungeon we get. That is, the MSQ/Expert Roulette dungeon that we get every major patch.
I'm fine with there being FOUR DIFFICULTY VERSIONS of the SAME DUNGEON. Your suggestion seemed to be to keep only one difficulty, just raising it. I'm arguing against that. I'm arguing instead for still having the difficulty and roulettes we have now, just offering the same dungeon in multiple difficulties. I would IMAGINE that the people saying they want harder ones would just que for the easy one because it'd be faster/easier, but hey, the option being there is the important thing.
Imagine a person being bad at guitar saying "I would like it if we had a piano in the band". This is me. And someone yells at them instead "Pianos are for lazy/bad people! Everyone can play a guitar just fine and if you can't, sucks to be you!". And our band is a classical music recital for children.
You're asking me to do something I already dislike more often. Think of something you dislike about the current gameplay. Now imagine someone asking you to do it 3x as much as you do right now. Would you find that appealing at all? "We heard you dislike Glarespam and do 70% of your casts as Glare. So how about we propose making that 95% instead?"
1. I suppose ask me more specif questions, then?
2. Perhaps so. I disagree with the last provision. GNB seems to have appealed to DPS minded players while still being a Tank. "Heals by doing damage" models, like the RIFT Chloromancer seem to do that as well. The trick is that the healing component has to be NEARLY automatic. Basically you take a DPS Job and give it something that does a Cure 1's worth of healing to the lowest health party member every time you cast one of your damage spells. Well, that's an oversimplification (there are other ways to do it), but the point is that you can make what is effectively a DPS Job and make it heal through doing its DPS rotation. That would generally appeal to some DPS players. It wouldn't appeal to all of them...but what does? We have Caster, Ranged, and Melee because many people only find one of those sub-roles appealing, and within each, we have at least 3 options because, again, DPS players are...well...notoriously picky? For lack of a better way of putting it.
6. I didn't mean that in a bad way. I meant mine already has 3 of the healers changing to what some people want the role changed to while yours seemed to only indicate 2 doing so.
And yeah, I agree it's more of an overall idea. I give a few more detailed examples because people here in the Healer forum typically bash anything that isn't "Moar damage buttons!!!" and pounce on ideas that don't specify such.



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