Devs need to be asked this:
If tanks and dps can heal themsleves to full hp in a dungeon or raid? What purpose does a healer serve?
Devs need to be asked this:
If tanks and dps can heal themsleves to full hp in a dungeon or raid? What purpose does a healer serve?
Never said it was? the point is that healers are so redundant that raising is the only thing they're "useful" for nowadays, and even that isn't exclusive to the role.
*edit* even if raising was exclusive to healers, it's a "just in case" button, not something that will inevitably happen all the time.
Last edited by Allegor; 06-13-2024 at 11:10 AM.
I saw your signature quote and I pretty much agree with what you said there.
Content that has in the past required the player to focus and contribute more was flooded with comments about how it was "too hard".
Anyone remember the dungeon The Steps of Faith when it first came out?
The group had to not only fight the mobs, but also stay focused on executing mechanics or else it was most likely a wipe.
People complained that it was "impossible", how they practically got gatekeeped from progressing into the new expansion since they couldn't clear it, so SE nerfed it.
It wasn't impossible nor really that difficult, just required players to do their jobs.
FFXIV dungeons aren't designed to be challenging anymore.
They are designed to be stress free with the appearance of imminent danger so that everyone can play comfortably.
Sadly, I honestly think that the root of the Tank/Healer issues lies with the players, who made it so SE took measures to make content and jobs easier to play.
Players, at least the vocal ones didn't want challenging content or difficult jobs, they just wanted to be able to play without having to feel stressed.
Probably calling people who told them to "just learn to play the game" as elitists as well.
Wall-to-wall pulls wasn't the norm either.
But after years and high item levels people started pushing the limits and pulled more and more.
And in the end that became a norm that stressed a lot of tanks and healers.
So SE started designing the dungeons where wall-to-wall pulls at least to me feels like an intended design.
And how to make such pulls more comfortable to handle as a tank/healer?
Give self heals.
That way the tank can feel that they don't have to die if the healer isn't pressing those heal buttons, and the healer won't have to feel stressed since the tank can take off some burden from the healer.
People keep complaining that SE isn't listening.
But SE has listened and I honestly think that this is the consequences of SE listening to people in the past.
Instead of people taking the time and effort to learn the game they were playing they complained so the game got shaped more into their skill level.
Because "I want to play this game, not some other game."
Edit:
Then we got the quest in EW with the infamous body-swap.
I didn't even realise it had a timer until probably half had ticked by.
So I had to literally fight against the clock and even so I made it first try.
That mission also got nerfed within the first couple of weeks if I'm not mistaken.
People complained that it was too stressfull, that they couldn't clear it.
Which proofs that if SE would decide to "suddenly" make things more difficult, put more responsibility on certain jobs people wouldn't be able to handle it since up to now things has been easier and players haven't gotten to learn along the way how to deal with more difficult gameplay.
So it saddens me to say but I think that this is a problem that has gone for too long that people can't adapt to more personal job responsibility or harder content.
I know I sound harsh and all that.
But this is my honest thought of why things are as they are when it comes to certain jobs and how simplistic they are gamewise.
I wish the game could become more difficult, not absurdly so, ofc.
But so that players at least could improve and overcome the content they are facing, instead of having it served with mitten gloves.
Where each job would feel more meaningful with their designed roles.
Another edit:
Ofc, it's not just the people who couldn't handle the stress but also those who could inflict said stress.
"Why are you so slow? Pull more mobs!"
"Why are you going so fast? I can't keep up with the healing!"
"Why didn't you heal me? Learn how to heal!"
"We died because you didn't hold the aggro! Learn how to tank before entering a duty!"
Ofc, these are exaggerated. But I can pretty much promise that a tank or healer have at some point had someone mention something when doing a duty.
At least during the earlier years.
Last edited by Evergrey; 06-13-2024 at 12:51 PM. Reason: lots of edits due to spelling etc.
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