


So, SE wants to remove points of failure for group content. For tanks, they grant the gift of ascension to godhood, then they take a meat cleaver to healers. I think it's fair to call out that double standard.
Also, they want to minimise one role being a point of failure, but they were perfectly fine to make one person a point of failure in harder content with their body check style of mechanics. SE is hardly consistent at all lately.
Point of failure was never on just one role, though. Enrages exist and sheer time-efficiency still exist, the risk and/or reward from which all but healers engage with decently. Tanks can still live or die, and of course cost their party dps, through failure to mitigate sufficiently.
Why should other roles be allowed engagement even when its potential failure points (e.g., mitigation, enrage) aren't pushed to their limits while healer alone should not only have little to no other means of engagement but also not be allowed any significant test of its unique potential failure points?
Not surprised that cat-weaving / moon-weaving was left out despite absolutely being a "healer's" job there (at least) as much as here.Also specs come into play cause if you want brain dead healing in WoW... you just went rdruid...
Last edited by Shurrikhan; 07-19-2024 at 09:42 AM.


All "tab target" means is that it can only played with a keyboard and mouse. Nothing else. FFXIV can be played with a controller, and in order to do that, it has to reduce the amount of buttons you can press to about 8.
I didn't say that made them bad. WoW looks 20 years old because IT IS 20 years old. There is no amount of lipstick you can paint on it that will not make it feel 20 years old.
A lot of these "pretty games" from Asia have short life spans too because people over there are not as attached to physical or virtual items as westerners are. Western players get absolutely enraged when you take away the things they earned in a game.
It's only needed to cheese the raid before everyone has geared up, they are not designed for the healer to be required to DPS. The developers are on record about this.
Fundamentally the problem is that they designed the core game mechanic around DPS, and haven't given healers any thought to how they should work since ARR. Look how samey-same the healers play. Look at how little damage healers and tanks actually do. They know that if they made all roles straight DPS in the first place, every fight would just be a "how fast can I burn this boss down" contest and players would become super toxic in group play because they would all believe they are in competition with each other.
How the developers want the game to work and how players believe it should work can be at odds, but right now it's mostly "at odds" with the western playerbase more than the Japanese playerbase, and that's because they want the roles to be exactly what they are supposed to be and not "Every role to be the same as a DPS".
Less people forget that Final Fantasy has an identity, and trying to change that identity is just not going to happen. The White Mage is always going to be a healer first, and is lucky to even have DPS actions since it doesn't in other games since mechanically it should only be able to damage undead.
Sorry yes point of failure is not just one one role, but for the most part other roles are easier to recover from or at the very least have the perception that is easier to recover from. I mean while it may not be as common as it was years ago we still have people suffering from tank anxiety due to not wanting to feel like the leader of the group, or don't wish to do W2W because they find it stressful. Still run into healers that don't wish to heal W2W or even want to damage because they are afraid they will miss out on a heal and let the tank die. These are still concerns that are echoed in the game.
Should other roles get a sense of engagement with healers are left holding a bag because SE cannot figure out how to give them something to do that does not take their attention away from healing? No, but that is where we are.
Also if we are being honest and truly honest no cat weaving / moon weaving are not exactly required or even needed for general content. Even with Rshammy which has probably the most intuitive DPS rotation and healing kit their damage or even interrupts are not required for general content. Isn't that for the most part what we are talking about? Maybe I am just a bad healer but I still find savage and ultimate fights engaging as a healer at least when doing prog. Sure once the fight is mapped out it is a different story but that has more to do with fight design rather then healers themselves.
Edit: Deleted the other post cause I wrote on mobile while standing on the bus.
I would like to introduce you to japanese idol culture and hikikomori video game no life shut ins. There's a reason they can't allow any of the scions to have romance dialogue with players. Because Japanese players will go rabid over who is the "real" partner to their favorite npc. Idol culture is actually the theme of the tournament raid series.
But it is true that they are also generally much less attached to the secular, being largely shinto. Whereas atheism is big in the west which is entirely secular and believes exclusively in the secular, so there is nothing else to existence than one's physical possessions.




Even if they were consistent in their desire to apply their philosophy of “one person should never be a failure point” across all content we can still call out that their solution of making tanks immortal and healers useless is the worst physical way they could have done this
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
100% free to call it out and offer suggestions no one is saying that you should not voice your concerns. I think what people that are confused by the strike are really saying at least what I am saying is. The changes have to make sense within the current frame work and vision they have shown. For whatever reason they don't want to give healers more DPS buttons or some sort of combo action. They took away tools which I also do not agree with.
For example I would love for aggro to go back to being a group effort but I know that goes against the vision of SE and will never happen, just like I also wish we got old SMN back or a dot style caster added. It seems they want to move away from that play style. Hell, I miss TP and the funny memes with AST haste cards.
SE clearly has a vision one I do not agree with and clearly many others do not, voicing our concerns is one thing but another thing we do have to consider is that like it or not many people do see to enjoy the current direction. Like I get the healer strike is a thing but personally have not seen much of a difference in numbers but we will have to wait till later to see. Same with tanks I miss old aggro management but for the most part it seems many are fine with the new system.
End of the day it is possible the game may no longer be for certain people or roles are not meant for certain players.
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