Most in-game activities are instanced duties. Dungeons, Trials, Raids, Criterion, Alliance Raids, Treasure Maps...etc. Also, enemies die faster if you bring additional DPS. As long as enemies die before mitigation enhancements wear off, tanks will be fine. Not to mention WAR only need Bloodwhetting.
Are you defending FFXIV current design or are you criticizing it? Yoshi-p has been painstakingly enforcing Pure Healer/Barrier Healer split since the start of EW, and now you say it's good when you don't need specific one and another? It's contradictory to what the dev team intended.
All those fancy words , but ultimately, they share the same goal: help the team to survive the next unavoidable damage. You can achieve the goal by either mitigation, healing, or both. If non-healer composition can still achieve the same goal, you need no healers.
Right now, the responsibility of party mitigation is shared by every player in the party. Healers alone only contribute a small portion of party mitigation. In high end content, you'll die if you rely party mitigation soly on healers. In normal content, mitigation is not needed as mechanics don't hit hard enough, and non healer roles can already cover the healing part with their current kit due to low frequency of incoming damage
In DT, tanks and DPS will be able to contribute more healing.
.
True, but the reason people feel repetitive is because, IMO, our healing tools are boring. Aside from the select few healing related actions, most of our healing spells don't interact with the rest of the kits.
Press this button to heal X amount of HP. Press this button to regen X HP for 15 seconds. Press this button to give X potency shield. They work independently from each other.
You can just remove Afflatus Solace and Cure II from WHM, then replace them with 5 stacks of Tetragrammaton. WHM still isn't going to be affected in terms of healing output because these three buttons are all high potency single target healing.
See above-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.
If you don't play tank when I need a tank, you're punishing me
If you don't play healer when I need a healer, you're punishing me.
If you don't spawn S rank elite mark for me, you're punishing me
If you don't put up cheap item on marketboard when I'm shopping, you're punishig me
lol what is this
How about they make the role enjoyable for people to stay? Right now, in this thread, healers from both ends of the spectrum, casual and hardcore, are not happy with the current state of the healers.
By the way, you can just queue as healers so this healer strike won't matter.
Can't tell if you're arguing in good faith or not because there were at least 50 of you in this thread that just left the chat and disappear whenever their arguments got challenged.

Reply With Quote








