I plan to continue healing as my main role. While I agree with the sentiment everyone seems to be expressing here, the fact of the matter is that my friends who play DPS should not have to suffer longer queues because of collective choices. Additionally, having played through all the iterations of Final Fantasy, from the base game through each expansion (during the periods when each was current content), I've noticed that dungeons have never required an exceptionally high skill level.
The only exception that I vividly recall was Aurem Vale back in the day, primarily because the first chamber could be overly crowded with mobs. At that time, we only had two healers: White Mage and Scholar. Even then, White Mage had to switch to Cleric Stance to deal damage, while Scholar had a more extensive DPS arsenal. Despite these limitations, we would still run dungeons with four DPS, or combinations like three DPS and a healer, or a tank and three DPS. I don't think dungeons are meant to be particularly challenging. If you're seeking difficulty and want clearly defined roles, you should focus on Trials or harder content.
This isn't an argument against the current situation but rather an observation that this simplicity has persisted for a long time. I remember doing no-armor runs when A Realm Reborn was current just to create a challenge. Yet, it's often evident that dungeons were never intended to be the primary source of difficulty. They should just acknowledge and embrace this fact. Even though tanks can self-heal now and do so very efficiently, it doesn’t change the reality that dungeon difficulty has remained static. In version 1.0, dungeons were challenging, but the entire game was tough and not necessarily for enjoyable reasons. Its not a HEALER issue its a Dungeon Design Issue and it isnt a Tank Issue either. Again fix how dungeon damage is distributed and healers will find their purpose or make it harder to make big pulls by adding elements that require healers.

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