For the record, the conflict is " But tell me, how does that work in solo duties? How does that work in more casual endgame content like the current Alliance raids? How does that work in intermissions in high end content? How does that work in puzzles such as Rubicant? How does that work when I'm duoing maps with a friend?" When you say "Yes, you can do a thing...but it doesn't work in any/all areas of the game", well then, you're effectively saying you CAN'T do that thing. "You can't do it in soloing, or casual endgame or intermissions or puzzles or maps", well then, what CAN you do it in? If the answer is "nothing", then...how is that different than saying you can't do it?
This is a tangent.
You guys are hanging on the word "impossible", if you prefer, I will change my post to "people have said we can't do it". Or what word would you prefer and not hang on to rebut? "impossible"? "can't do"? "won't work"? What specific word or phrase - that all mean
effectively the same thing - that it is not a valid solution can I use such that we can talk about it not being a valid solution instead of talking about my word choice pointing out it's been said it isn't a valid solution?
Like the last quote "it is impossible
and cannot be the solution to our problem". See the part in bold? That's the point. The "well akshually we haven't said it's
impossible..."
is utterly missing the point and an excuse to disagree. When someone says something, and it's clear what they're saying, trying to edge out a technicality is dirty pool. Clearly my point was understandable, was it not? That it has been said
doing so is not a valid solution.
This is the sort of thing that just annoys the crap out of me because it's outright avoiding the point I'm making - even though the point is clear and obvious to everyone. If you disagree with the point being made, that's fine, disagree with THAT, not my word choice in getting there. Especially when you're even quoting where I use better word choice that makes the point clear and unambiguous.
It's just...EXTREMELY annoying. What it says to me, whether intended or not, is this:
"We don't care what argument your making and have so much disrespect for you as a Human being instead of answering the point raised, we're going to attack you for a word choice for literal pages of thread."
...that sort of thing...yeah, I'm done with this tangent. But that's why I get mad when people do it. It's outright disrespectful and an attempt to belittle someone.
It's fair to say "Well, we didn't say it's impossible...but we are saying it's not a solution, yes. You are correct in that assessment.", but not to say "We didn't say it's impossible, and it's not impossible, hear that? Impossible is the wrong word. It's not at all impossible. We've said it's not impossible. Because it's not impossible. It's totally possibly not impossible. Impossible isn't even in the same ballpark of word for it. Also one of us said it's impossible but we're all now saying it's not impossible. Clearly it's not impossible. See how many of us are saying it's not impossible? You made that up saying we said it was impossible. Why would you do such a thing saying we said it's impossible when clearly we aren't and never have said it's impossible (except that one time but that doesn't matter), as it's clearly not impossible? Why are you using the word impossible? It's completely not impossible."
(Hyperbole, blah blah blah, I'm just deleting my sig at this point. YOU WIN! I'm giving up on bothering to encourage people to be decent people. Congratulations.)
Perhaps you can see the difference between those two and perhaps you cannot. But either way, moving on.
.
I also really don't understand this:

Originally Posted by
Sebazy
I'm not swinging my own opinion around, I'm gauging my thoughts based on SE's previous actions from back when we had a alliance boss that was a bonafide healer competency check.
...what I specifically don't understand is this:
1) The Devs have moved way from more healing requirements, so obviously they won't go back on that.
2) Despite the Devs having moved away - and made explicit statements this was intentional and that they will continue down this line of action - from more DPS actions on healers, they obviously will be willing to go back on that.
How does that make sense?
"The Devs moved away from X so you aren't getting X back."
"The Devs moved away from Y even more, so if we ask for Y back, surely they'll give it back."
I don't understand that logic.

Originally Posted by
Sebazy
If you genuinely think that this and my previous post are merely me heckling you...
...specific things you have said were heckling. When you aren't heckling, I'm replying to those things. So the things I'm replying to I don't consider efforts to insult or goad or heckle.

Originally Posted by
Sebazy
Again, let me spin this round back to you: How do you increase the healing requirements on a maps farm to the point where a couple of Chocobos can't do my job for me? How do you make that scale so that it is sufficient to keep a sweaty Entropy healer in BiS engaged whilst also being manageable by a fresh out of leveling rookie who's in dungeon gear and thinks that the current alliance raids are stressful?
Again, what would it take to make pure downtime satisfying? Let's say we don't change DPS requirements AT ALL. So you can still go through an entire 4 man dungeon only using 3-5 oGCD heals and no GCD heals at all. What WOULD it require for that person to be engaged? Roe's WHM proposal would keep them happy? Do you genuinely believe that? 1 extra GCD attack every 15 seconds and an occasional burst based on a gauge they have no control over because it's normalized to generate over time based on attacks, and you still are filling every dead GCD with Glare? Would that person be happy with that forever, or for about 3 weeks before they started complaining asking for more yet again?
It's easy to say "I'd be engaged" or "surely they'd be super engaged by it", but would they really? We're talking tryhards that think something like SMN and WAR are braindead. So how would they suddenly find a DPS rotation that is still designed to be less complex than either of those engaging instead of braindead? How long would the novelty last before they would find it just as boring and braindead as healers now and be demanding more, leaving us in this same problem a second time, only with a yet higher bar of "more DPS buttons/interactivity/rotational complexity" yet again?
And how does it address the basic problem of healers being bored because they feel redundant? How does it prevent a zero healer TOP clear? How does it prevent people making 1T+3DPS parties and clearing dungeons faster? The greater complexity presumably would still have healers doing less damage than a 3rd DPS, right? So if healing requirements haven't changed to require a healer - because that would be ...not IMPOSSIBLE but we're not doing that (we might raise healing some, but Tanks still won't need it and Curing Waltz/etc will still be more than enough to cover it)... so you still don't need healers for runs. So these healers are "more fun" (to the people that like DPSing on a healer), but their damage is still less than bringing another DPS and their healing is still not needed in encounters. How does that really fix anything?
I...I'm not asking this to be facetious, I genuinely don't see it as a solution that actually WORKS. It makes some people who are bored a bit less bored, but they're going to get bored again with it soon enough; the people that aren't bored will hate it and now feel like they're stuck in a game that has no place for them and doesn't need them; and encounters will still be more efficient to farm without healers and even Ultimates will still be getting cleared without healers. How is that a solution? I've called it a band-aid before, but it's barely even that, as the few people it DOES help it won't help for long since soon, they'll be bored again with the Tank/SMN level DPS rotation and be asking for more because that will still be boring for them in the end.
So in the end, it helps no one, hurts some people, and doesn't fix the underlying problems.
...hold off for a moment on disagreeing with me - I suspect you do - and answer this question instead: Can you at least understand what I'm saying here? Not the specific WORDS, I'm not asking about reading comprehension, I'm asking about understanding the concept of "This doesn't seem like a solution due to these reasons"?
It's why I oppose that as a solution - because I don't see it AS a solution.
It's why I suggest the 4 Healers Model, since I think it is. SB SCH might not be "not braindead" after 4 months, but perhaps "BLM SGE" would be. So the people who are happy with your proposal for mere weeks might, with mine, get over AST and SCH after a few weeks, but then they have SGE if they want more. It has that option banked in.
I wouldn't be so dogged with it if I didn't think it was a good idea that DOES address the problems we have, especially when holistically as part of an encounter and overall redesign.
[Also, I've seen people complain that healing even in difficult content like Savages is boring/braindead/they fall asleep...so I'm not sure casual content is the extent of "where the real issue with healer engagement is"? I think it's more where it's most prevalent seeing as that's the most grinded - weekly tomes and all that - content. Once you have a Savage on farm, you're spending less hours per week on it and you aren't spending days/weeks in roulettes grinding it mindlessly, so to speak. But it's still included in the problem, is it not?]