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  1. #1
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by BlueMageQuina View Post
    Healers used to do things that made them feel more healing-focused and support-focused but all those actions were taken away slowly:
    • Spot healing because players (tanks) could take critical damage. Gone.
    • Spot healing because a tank cooldown use to cause tanks to take critical damage. Gone.
    • Poor aggro management causing other players to take aggro, take damage, cause spot healing. Gone.
    • Commonality of debuffs required for Esuna. Gone.
    • Tanks needing Esuna for Pacification. Gone.
    • Raidwide debuffs where Selene's AOE Esuna was useful. Gone, just like Selene.
    • Healer mitigation debuffs like Eye for an Eye or Disable. Reworked, and accessible by all roles now.
    • Healer crowd control like sleep, stun, knockback, bind, slow, heavy. Gone, only Holy and Repose remain.
    • Healer utility to restore MP or TP, increase action speed, increase critical hit rate, extend buffs. Greatly altered, reduced, changed or gone.

    All of these functions were nerfed or removed--taken away, repackaged and given back--limited in their use then reinforced in that limitation--one after another--in HW, then SB, then ShB, then EW.
    It's telling that so many of these are about mitigating possible failure states. Almost as if good gameplay requires some kind of threat of failure.

    Even the remaining gameplay is built upon the failure state of 'do damage fast enough or you lose the fight/your self-respect'. I don't know why that one's sacred yet they felt comfortable getting rid of the things that made tanking and healing fun.
    (5)
    he/him

  2. #2
    Player
    BlueMageQuina's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    96
    Character
    Daddy Curaga
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by vetch View Post
    It's telling that so many of these are about mitigating possible failure states. Almost as if good gameplay requires some kind of threat of failure.

    Even the remaining gameplay is built upon the failure state of 'do damage fast enough or you lose the fight/your self-respect'. I don't know why that one's sacred yet they felt comfortable getting rid of the things that made tanking and healing fun.
    Worded so perfectly. I think this is a core part of healers’ arguments. The past few expansions have simplified the game so far as to remove most failure states and the primary failure states we have are wiping or enrage. With the current game design, each healer has more than enough tools to prevent wiping in at least somewhat an engaging way, but we do not have the tools to prevent enrage in an engaging way. I suppose when put into this purview, healers want either more failure states to prevent or more engaging ways to prevent the two failure states that still remain.

    Edit: and to add, this bleeds into why many want tank and DPS heals and mitigations removed or nerfed; it encroaches on our ability to prevent failure states as is the purpose of our role.
    (1)
    Last edited by BlueMageQuina; 06-18-2024 at 03:51 AM.