This entire protest makes absolutely no Twelve-damned sense.
-You're complaining about the fact that jobs outside of the healer role have any degree of independence. A player is incredibly likely to be nowhere near a healer outside of instanced duties unless multiple players are operating together. And non-healer sustain IN instanced duties is nowhere near enough to keep the party alive in the long-term if the tank does anything but single-pull and wait for everyone's cooldowns/HP regeneration to end in between mobs.
-You're claiming that a job which focuses entirely on healing damage AFTER it's taken, a job which focuses on setting up barriers to prevent damage from BEING taken, a job which focuses on buffing allies and setting up heals to go off after a delay, and a job which focuses on setting up HP buffers and WANTING THEM TO BE DEPLETED... are in any way identical. The only thing that makes them "homogenous" is the fact that you don't need a specific one or the other, and that's just good game design. Trying to play Astrologian the same way one plays White Mage, let alone play Sage the way one plays White Mage, is a good way to get one's party killed.
-You're complaining about the job's gameplay being repetitive, and then you're complaining about the fact that you have too many options that are all equally viable. There are complaints about the job gauge system AND complaints about the basic cure spell that claims an ability that RUNS OFF THE JOB GAUGE SYSTEM replaces it.
-And you're expressing this dissatisfaction by not playing as healers... which punishes OTHER PLAYERS WHO HAVE TO WAIT FOR A HEALER, not the developers.
This entire thing is completely illogical.
MINOR NOTE: I accidentally posted this message before I had finished writing it, which included a few points copy-pasted from the manifesto so I didn't have to scroll all the way up and down to refer to it. I apologize for any confusion that might have arisen from this mistake.

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