Because that's been the trend for years. Solo quests for battle Jobs almost always require killing something; I can only think of a couple offhand where you can do nothing but heal helper NPCs and still win without falling asleep first.
I was thinking the same recently.For what it's worth, there have been some pretty healer focused fights. Unnerfed Pharos Sirius being the first that comes to mind. Not in regards to the output of damage, but because of all the stuff they had to focus on.
Odin Trial is pretty damage heavy if people aren't on the ball, too, at least when I ran it last.
Odin was actually interesting for every jobs.
Mechanics were not hards to understand, but mistakes were severly punished (bad healing, bad tanking and CD management and bad healing).
That's why it was so hard to beat in duty finder btw.
I would be happy to see another Odin's in SB. I'm glad you made me remember it.
I thought they meant group instances. Solo duties are like elaborate DPS checks.
Oh, I see what you were thinking. It hadn't crossed my mind only because I can't imagine SE making quests that require 4-man Duties difficult enough to force healer DPS.
The healer should probably be doing it anyway, but yeah, it's highly unlikely that it will be required by the mechanics.
I wouldn't call spamming a braindead rotation fun either. At least with mana management being a thing you'd have to actually pay attention to that. Though 2x/3x is a tad much for my tastes.
Every rotation can be called braindead when you know how to execute it. Old argument is not only old, it's pretty much universal to the genre.
Mana management as a mechanic isn't necessarily a bad thing in and of itself, but you have to tread a very fine line since not being able to use abilities is inherently the opposite of fun. When you have certain powerful abilities with high resource costs that reward you commensurately for skillful application, that's an acceptable risk vs. reward; when your basic Job function itself forces you to become a miser and possibly even to stand around waiting for resource regeneration, then something is wrong with the game design.
I guess it's a good thing I never said spamming a braindead rotation was fun either. Mana management, as he suggested, is pretty much the least exciting thing that could be done. I want to be active, not hope to have enough mana or sit and do nothing to make sure I will have enough when an emergency arises.
Last edited by Aramina; 06-10-2017 at 11:07 PM.
I'd argue that resource management being a thing would make healing a more fun role in this game, as you'd actually have meaningful decisions when you played the role, as opposed to just trying to push more deeps for the evulz. Course, I also find resource management to be incredibly fun. o3o
I kinda wish we had an mp system like in TacticsOgre, where it starts every fight at 0 and steadily fills up as time passes rather than just having everyone at Max at the start. That was actually fun.
Last edited by Thunda_Cat_SMASH; 06-11-2017 at 03:54 AM.
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