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  1. #22
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,844
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    I think this newly circulating claim that 'healers are only there to heal the rest of the party' to be a self-defeating argument.
    I'm not sure anyone actually said or thinks that. The rebuttal was to some notion that healers only existed to heal tanks and if the tanks heal themselves they apparently have no job left. Simply not true.

    Quote Originally Posted by Shurrikhan View Post
    No one has said it would be enough by itself, and several posts in this thread thus far have explicitly said (and likely only because running into so many whataboutisms and false dichotomies somehow made the obvious necessary to restate) that reining WAR in back towards a balanced state would not fix healers on its own, but not having one job randomly be able to put out half more than others in all content and up to 3x more in certain content forms is a fairly necessary first step for setting up any broader paradigm shifts regarding how, and how much, healing needs to be done by healers.

    I.e., not sufficient in itself, but nonetheless necessary. Most cool fun things a game might add... require at least a decent degree of balance in whatever capacities they would be centered around.
    So my comment of gimping WAR down to DRK levels, or probably worse with the shear amount of general vitriol directed towards it by the community, remains correct.

    Quote Originally Posted by Shurrikhan View Post
    Again, you seem to be treating anything less than being significantly overpowered (and whether it uniquely permits success in normal circumstances or no, Warrior is that) as inherently and significantly less fun. On that is already disagree, but fair enough: preferences don't have to be logical, broad-minded, or anything else. But, if you're not willing to imagine out the game as a healer with every tank being similarly overpowered, that's literally just "Don't take away my advantages!" And I don't think that instinct is worth placating. Especially when it has hurt Warrior's and others' gameplay alike.
    It would be inherently and significantly less fun than it currently is. There's really nothing to argue about on that point. The problem I have is that a nerf, even an incredibly heavy nerf, does nothing to address other concerns surrounding gameplay. I mean, it's pretty hard to say that having to cast a few more heals per dungeon pull is going to drastically change the enjoyment a healer has. If they aren't getting that enjoyment on 3/4 of the other tanks (which supposedly aren't as problematic) either how does changing WAR actually do anything.

    This goes hand in hand with the second point which is that they gave us all these abilities to begin with. I'd rather be in a situation where they are all useful or required rather than delete them because SE failed in their implementation.
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    Last edited by whiskeybravo; 08-21-2024 at 02:23 PM.