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  1. #10
    Player
    Elexander's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    28
    Character
    Elexei Einsambtraum
    World
    Behemoth
    Main Class
    Scholar Lv 90
    Quote Originally Posted by TheDustyOne View Post
    Similar responsibilities are also on the tank in those early weeks to mitigate properly. Yet those tanks also have an engaging DPS rotation, WAR may be simple, but it still has 2 combos, a Gauge, 3 primary cooldowns, and a big burst button. The most "complex" healer doesn't even have half of that. The same damage healers heal is the same damage that tanks mitigate.

    Reverse the roles for a moment, let's just say tanks only had 2 attacks, maybe 2 cooldowns, and the rest was all mits that you didn't need, and think if it would be okay for me to say "if they make tank DPS rotations harder, then the role would be saturated with responsibilities in early prog points". Savage content is already content where people should be comfortable in their jobs before they tackle it, so that responsibility is normal, every job has it.

    Balance may be important, but fun should take precedence. People play unbalanced but fun games, but not dull balanced ones. Ideally we would be both balanced and fun (ironically, we don't have either).
    The thing is that tanks are not supposed to care for the whole party - it's mostly a boss-player kind of interaction. Healers, however, have to be constantly on the watch for all eight players in a full party. I get your point, but I still don't think giving healers a more complex DPS rotation would make it "better" - rather, it'd be just daunting for new players and something awful to deal with on early progression points. I, personally, wouldn't mind having a few more buttons, although I disagree with this kind of job design.
    (4)
    Last edited by Elexander; 06-19-2024 at 08:10 AM.