Yup.Exactly. The choice that mattered was to complain about 0 dps healers, ice mages, melees pressing their combos in random order and basically about everything a tank did.
These changes which dumbed down the game were not made because bad players complained the game was too hard - they were made because "good" players complained about bad players were not good enough.
That's why a lot of things are boring - in gaming and beyond - : "always hide the differences between people (especially differences in capability), or one way or another you will create problems."
After years of teaching, I've lost faith to think otherwise...
Last edited by Grann-Goro; 08-01-2024 at 09:02 PM.
The game is being made to generate profit for a for-profit corporation. It's not being made as a character (as in personal qualities) building exercise.
Ultimately, they're going to make what they feel are the best choices to generate profit. If that means making more of the content accessible to attract and retain more customers, that's what they're going to do.
What they have to figure out is just how far they can go before the veteran players lost beyond normal attrition starts to exceed the new customers attracted and retain. We can't see those numbers as players. We only guess based on what we see happening in our circle of game friends and acquaintances.
That's why I like to stress that players should be smart consumers. If the product/service is no longer serving its purpose for you, don't buy it. It has no loyalty to you even if you consider yourself loyal to it.
The devs listening to threads like this are what ruined WoW.
Healing as my main role since Shadowbringers... there's a lot of jank around healers even in their own role.
Healers don't need to be DPS. But SGE and SCH spend half their time fighting over mitigation, AST has had its identity reshaped basically every expac, SCH's kit fights itself... WHM's basically the only one that more or less works, and even then WHM's kit has a little bit of counterintuitiveness to it.
There is, bluntly, an endemic problem with healer design. Their kits tend to fight itself, WAR can go without Healers for patch content, and you're both expected to do DPS but not given enough tools to make that aspect engaging in a lot of content. It stems from the overall issue of healer design itself having to be weird due to solo content.
I'm not on the strike myself, but I play Sage because the kit doesn't fight itself as much as the other classes. WHM's the next best in that regard, I feel, but man do I feel bad for SCH mains.
I play SCH specifically because I don’t wanted everything handed to me with no choice like SGEHealing as my main role since Shadowbringers... there's a lot of jank around healers even in their own role.
Healers don't need to be DPS. But SGE and SCH spend half their time fighting over mitigation, AST has had its identity reshaped basically every expac, SCH's kit fights itself... WHM's basically the only one that more or less works, and even then WHM's kit has a little bit of counterintuitiveness to it.
There is, bluntly, an endemic problem with healer design. Their kits tend to fight itself, WAR can go without Healers for patch content, and you're both expected to do DPS but not given enough tools to make that aspect engaging in a lot of content. It stems from the overall issue of healer design itself having to be weird due to solo content.
I'm not on the strike myself, but I play Sage because the kit doesn't fight itself as much as the other classes. WHM's the next best in that regard, I feel, but man do I feel bad for SCH mains.
that’s a feature not a bug
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
The base gameplay loop of doing your basic rotation is basically the same on every class... But other Jobs do have differences to each other when their CDs and mechanics get involved... Like Reaper you got listed, it has Blood Stalk and Enshroud. Those work very different from something like Monk's Perfect Balance and Blitz.Thank you.
I don't think these problems are endemic to healers -- tanks and dps suffer from those, though nobody ever expects responsibility from a dps.
Having said that, I understand some of the gripes since I caught a glimpse of what AST and SMN (my former main) were when I purchased the game pre-ShB. And even then summoner worked very strangely indeed, and by ShB time it didn't feel like a proper summoner at all. It used to be about egi management, at least a little, and now it is about watching the pretty colors while doing kindergarten piano practice.
But then, I fail to name a class - bar maybe Pictomancer, Viper and Sage - that works differently. It's always rotation, and you move in those circles and you literally cannot make a meaningful choice anymore.
But for Healers, we get 1 attack, 1 DoT, and 1 or 2 attacks on CDs.
That's a rotation of a job while here it would have to be a redefinition of all healers and no one even knows what the new definition would be. If they push for healers to be active at healing but not directly have a damage rotation on the boss for damage then it may turn out older content is broken and needs adjustments (like some ultimate and savage). If healers get FELL CLEAVE then the healing itself will be a punishment as the game would be balanced around the higher DPS output of healers (and old top content could also be broken as well) so we could end up with healers being like dancer or bard but with all healing moved to OGCs and limited in numbers so their wise usage actually matters. Maybe we could even delete Astro and make Machinist a medic?
And to make it even more complex - if they want to move dungeon design they now can't or they get current DT dungeons where if the healer doesn't know the mechanics or makes a mistake he dies and wipes the party unless the boss is low enough for the tank to finish it (it's fine to heal one DPS as WAR, but two is asking a bit too much... and I just wanted to level up my WAR...). But if healing wouldn't be a primary role and DPS jobs could adjust some of their secondary skills to have a rez, to have a basic cure then the dungeon is 1/3 instead of 1/1/2 and you can do more. And if you add an emergency tank cooldown as say - summoning a tonberry tank or white magic warrior statue then the dungeon is just 4 players and the content can be even wilder... but that turns the whole game upside down and won't happen![]()
Seems they suffered a similar issue, but the devs are nerfing tank sustain over there
But they are fixing it by reducing tank sustain, imagine that.With the introduction of the Dragonflight talents system and season-over-season changes, tanks in World of Warcraft have become extremely durable relative to non-tank characters. Their active defenses can mitigate high percentages of incoming damage and they have strong self-healing. Today, in the hardest content in the game, many tanks can sustain themselves without much assistance from healers. In some cases, we’ve seen it become optimal to do group content without a healer at all.
To address the above, we’re making reductions to tank durability and self-healing. This will allow us to smooth out the damage tanks and parties take while retaining the challenge of keeping them alive over time. We’ll take those changes into account in encounter tuning as well.
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