Read the comments in the linked thread, JP is complaining that healing is too hard.
What Yoshi-P is supposed to do in such situation and with such feedback?
I feel like there are fundamental differences of what people want from the role that cannot be easily reconciled.
Having played on JP for 9 years, no, they're not complaining that healing is too hard. They're complaining that a lot of healers are unable to handle the healing in PF parties.Read the comments in the linked thread, JP is complaining that healing is too hard.
What Yoshi-P is supposed to do in such situation and with such feedback?
I feel like there are fundamental differences of what people want from the role that cannot be easily reconciled.
There's a big difference between "healing is too hard" and "a lot of healers are bad at healing".
But this does not help with healer shortage.
Either role should be such that a sprout can pick it up and perform well
or
dps/tank player would be incentivized to switch.
For the latter no way around it, healer role must be made more diverse as right now its only one playstyle and if you don't like it you only play healer for social reasons.
This is exactly how we got here in the first place.
I'll be blunt here. There is absolutely no way they can do this.
If someone plays a tank, they're probably looking to be a leader, a protector, there's no way to entice them to play a squishy job that supports people. Same for DPS, they probably want big numbers and low responsibility, there's no way to make them pick up a healer.
If they really want to boost healer numbers back up, they should start catering to people who want to play healer, not rework the entire role to try and lure people who aren't interested in healing.
People care more about gameplay loop than role fantasy. Its not like all DPS players like all DPS jobs equally.I'll be blunt here. There is absolutely no way they can do this.
If someone plays a tank, they're probably looking to be a leader, a protector, there's no way to entice them to play a squishy job that supports people. Same for DPS, they probably want big numbers and low responsibility, there's no way to make them pick up a healer.
If they really want to boost healer numbers back up, they should start catering to people who want to play healer, not rework the entire role to try and lure people who aren't interested in healing.
Healer gameplay loop sucks and they have only one.
My primary experience with the other jobs atm is via leveling them. And healers without a doubt are ultra boring when spamming Aglaia. Knowing that this glare spam is the healer optimization endgame does not make one keen in playing them.
And with that, comes the very alien concept (to SE at least) of having job design which guides the player towards the 'correct' gameplay. As an example, an idea I advocate on WHM: casting spells that cost MP (Damage or Healing) could fill a gauge. That gauge could be spent on a powerful healing action. Then, using that gauge spender would grant access to Quake, Flood and Tornado (in place of Glare, Banish (new button) and Dia), as a way to refund the damage lost to casting the healing action. By making the gauge build at a much faster rate when casting healing spells instead of damage spells (eg losing damage to casting Medica2, Cure3 etc), it incentivizes the player to move from casting those damage-loss spells, to casting the 'damage neutral' gauge spender. And then the flashing buttons/the procs for Quake etc, would incentivize the player to the next step, of spending the proc to deal damage.
The issue with SE's design is that they don't often have these kinds of design systems, that nudge the player towards the 'correct gameplay'. Instead, the few times they do try to have such systems, they end up hamfisting it and it ends up like Viper: The game lights up the correct button to press and it becomes a game of 'press flashing button'
Last edited by ForsakenRoe; 08-17-2024 at 05:42 AM.
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