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  1. #22
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,039
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Havenchild View Post
    I have very clearly said after shifting mitigation more off, they add DPS kits back onto healers and tune some of the healing capabilities down for other classes. This centralizes Healing to Healer Role, You get some DPS responsibility going and you have mechanics and that's it. It brings down the entry-point for healers, it tools out healers for the people who dislike the current heal design, it takes away blame of everything beyond healing being a "Healer" problem and lastly paired with a job in need bonus it adds incentive for the overall playerbase to fill missing roles. I say all of this with the CURRENT design of encounters and jobs in mind.

    You solve the gameplay loop, you solve the entry-barrier, you solve the lacking incentive to play it.
    If you read and understood what I said, most DPS players do not pick up a DPS job because they want to support the party. Most people don't pick up SAM because "Woah, I can Feint and reduce the damage the party takes!".

    You actually solve nothing with what you're proposing other than inflating tank ego further by giving them far more power over the survival of the party. DPS players aren't going to want to play a gimped DPS with a simpler damage rotation, which will be the case because there's no way they would ever give healers a rotation on par in complexity with any DPS job.

    All your proposal will do is further reduce the amount of healers that want to play the role, because believe it or not, most people play healers because they want the responsibility. Some people failing to heal in PF doesn't change that.

    You're misunderstanding the reason why Abyssos lost a bunch of healers, it came after a very easy tier that onboarded a lot of new healers, introducing a DoT-heavy tier that puts a lot of importance on mitigation right after that would obviously filter out a bunch of newer healers. It's also a tier that came out in the expansion that doubled down on the healer design that people criticised in ShB, meaning some veterans have quit at that point. As for Anabaseios, that tier came after Abyssos, so the newer players who got filtered by it are more hesitant to return. As for more experienced raiders, the tier dropped after TOP, which famously burned out a lot of raiders, I know a lot of raiders who quit after TOP because of how burned out they were.

    The actual solution to the problem is to stop treating healers like babies and actually challenge them in content so they don't go all the way up to savage expecting an easy ride just from playing the healer role, your proposal would just push their easy ride all the way through savage because all they have to do is heal the damage and not consider where to place their mitigation cooldowns when the tanks and DPS are responsible for the bulk of it.

    Edit: One more thing worth noting is that if you do entice a DPS player to play your new version of healers, what would stop them from purely spamming damage spells and not healing because they only made the swap to the healer role to avoid the extra responsibility you've dumped onto the DPS role?
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    Last edited by Aravell; 09-10-2024 at 12:11 PM.