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  1. #11
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,209
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    I've said i think tank mitigation values are a issue into why healers don't actually need to heal much, I do not think sustain is even close to the issue, Taking away tank self heals and team healing is just removing more stuff from tanks to make healers feel good about themselves, it doesn't actually fix any of the core issues, I don't know why you are so insistent that making tanks worse will be your magical fix to healers.

    If you actually compared the healing output healers have vs any tank, then you'd realise that Healers beat tanks at healing by a mile, it's not a contest, your problem is that very little healing can get you through a ultimate, so you can just go 4 paladins, with 4 dps who have healing utilities (or 2 plds 1 war in TOP), If healers were actually required to use their full kits (which they should) then you wouldn't be able to replace all healers with tanks like you would now, sure you can do that by also just removing all healing from non healers but I don't see how this makes healer fun? it's just forcing you to use it without solving how little healing you need to do.

    You say the game enforces trinity but also has systems in place where you don't have to always use the trinity system, sure it's there as a guideline and enforced to a degree but I don't think a strict trinity system will work for this game, at least I think we should evolve past the baseline idea of the trinity system "tank aggro" "dps do dmg no utility" "healer heal" it' leads to very boring job design where tanks can't really be varied nor can healers be varied, theirs only so many ways a job can actually do it's job that's in a unique way.
    I’m not saying that removing sustain from tanks will fix healers (I very very specifically drew mention to that in the comment you quoted). I’m saying that removing sustain from tanks not fixing healers is not itself justification to not do it because the only reason to maintain the status quo is to the benefit of tanks, just as changing it is only to the benefit of healers. Removing tank sustain WILL make healers better, it won’t fix them but it will make them better, so in this instance why is the tank the more important party (again I’m not necessarily advocating this I’m just pointing out your logic is entirely built on the assumption that the tanks fun is more important than the healers for no other reason than its the current status quo)

    Upping damage nerfs tanks by default so it basically ends up the same, but one applies retroactively as well as going forward
    (1)
    Last edited by Supersnow845; 02-15-2025 at 09:19 PM.
    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