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  1. #1
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,010
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    I have never been in The Feast myself but the ones in old FLs also weren't uncommon to see folks whining how stressful it is to be healers and would rather go in as DPS and hope for the best. Giving that to normal content 100% of time? Don't think that would end well lol.

    Adding more baggage into the mix, those situations are also a stark reminder why bad and good healers were far more distinct than ever. A good healer in those moments could keep a handful DPSes alive through extended assault. The bad ones simply just press buttons blindly & hope for the best (it rarely works well).
    One more thing I forgot to add. The absolute stress of healing in The Feast got so bad that the healer population tanked hard, healers were the bottleneck to getting a queue to pop. This caused SE to add medkits, which are meant to alleviate the healer stress somewhat, but what ended up happening was that people would either pop the medkit way too early or not use it at all and then blame the healer for not healing.

    There was widespread bashing of any healer seen as sub-par in private CWLS and discord servers, some even sent hate /tells directly to healers they deem bad. Funnily enough, this type of thing was seen in PvE content very recently. P8S P1, in the early weeks, when everyone didn't have much gear, Stomp Dead would occasionally kill casters in certain comps (I think it was DRK/GNB because no physical party mit) if the melee didn't use Feint, but everytime someone died to it, the healers would get blamed, rarely would anyone else be blamed.

    I can guarantee that greatly increasing healing requirements would also come with a large amount of people bashing healers they deem sub-par, which will lead to a massive shortage of people even willing to heal anymore, because no one likes being blamed for something out of their control. This has all happened before, there's no reason to believe it won't happen again.

    Which is why I personally advocate for a modest increase to healing requirements along with a modest increase to complexity of the damage kit. A balance should be struck to satisfy the most people, not lean really far one way and say "Well, they can fix the other side of the kit later if it's still an issue, haha".
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    Last edited by Aravell; 11-29-2023 at 12:58 PM.