


The hard reality is that a key thing making Healers obsolete under the current encounter and dungeon design is the over-tuning of Tanks, with Warrior being the most egregious offender. The options are to either push the damage output of normal content such that Tanks cannot sustain themselves and need to rely on Healers, or Tank sustain is pruned.
The latter is the easier change to implement (and can be easily adjusted as more data is collected and analysed) and also avoids risking punishing DPS players with one-hit deaths when either a mechanic hits them or they end up in a situation where they briefly hold enmity.
Anyone who suggests that the healer redundancy problem can be fixed in a vacuum without touching the other roles is exhibiting naivete with regards to how balancing in games works. Any changes to healer kits will not mean much when a Warrior still has 4 GCDs of up to 2400 cure potency in trash pulls on a 25 second CD, and 1,200 cure potency oGCD heal with a 200 potency regen on top of it.
I'll be honest, I'm shocked.
You're telling me they homogenized and gutted the entire role but they can't even balance it?
lmfao


That has a very limited number of parses, allowing for a small number of people to heavily influence the results. Graphs with more parses will generaly show healers with much more similar dps.
OK, I mean if you go back the entire tier, at the high-end the discrepancy is still insane. Once people have it on farm AST and SCH just runs out of the park.
And sure you could say: "well shouldn't the mid-end/low-end matter"
But those people ain't doing week 1 clears, the high-end is the one clearing in week 1, and SE balances damage numbers to appease week 1 clearers crying about imbalance.
Last edited by HighlanderClone; 06-15-2024 at 09:17 AM.



That's honestly the fucking funniest part. All this homogeneity pursued for ALL jobs, not just healers, and we still had issues this very expansion with some jobs straight not being able to reach dps checks on p8s' release or some job compositions sometimes failing miserably and sometimes succeeding hilariously vs TOP phases because of crit and limit break variance.
In light of this, I think they should relax about balance and just focus on making the jobs fun. They've always been quick to tweak the numbers to make sure no jobs are incapable of clearing the current duties, so it's not like focusing on fun first wouldn't mean some jobs are just utterly abandoned.



I'll be honest. I don't think they are even trying to.
It is sad, but I truly feel they are building the game focused around damage to such a point that it makes everything else nonimportant. And all Jobs in the game feel it. Healers the most since their damage spells are few and yet that is what you press a majority of the time. Tanks feel it too, but to a lesser extent since they do have a DPS-adjacent rotation. While the DPS role will feel it the less, but with some exceptions depending on the specific role (like melee will feel it the least while ranged will feel it the most).
The entire battle design is made with DPS in mind and they NEED to bring Tank and Healer into the discussion.
₍ᐢ. .ᐢ₎
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




