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  1. #1
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Clearly SE needs to ask for help for developing the healer role because they keep mess it up over and over. It's not just AST, or SCH, or even WHM. It's the entire design approach that is flawed.

    The community has been asking for jobs that aren't boring, fun to play, and play differently from one another. The community has been asking for them to help with DPS, but that help doesn't mean it has to be direct damage. Support utility damage is just as effective in the grand scheme of things.

    Our community representatives need to deliver a simple request back to the development team. Release a poll asking the community on how they would like to see in Healer Role design. Only after a consensus is reached can they use the rest of the 5.XX series to design working healer jobs, don't wait 2 more years for 6.0 to come out. You guys screwed up and you owe it to this community to make it right.
    (9)

  2. #2
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Dyvid View Post
    Release a poll asking the community on how they would like to see in Healer Role design. Only after a consensus is reached can they use the rest of the 5.XX series to design working healer jobs, don't wait 2 more years for 6.0 to come out. You guys screwed up and you owe it to this community to make it right.
    Design by committee rarely results in anything good. That said, I do agree that it is long past time that the developers started truly listening to feedback, understanding it, and using it as a guide for designing the healer role (and the individual jobs within it).

    Or simply understanding their own game and why the ‘pure’ healer design utterly fails when most encounters have 0 outgoing damage for the majority of their duration. And that the #1 focus of any serious encounter is rDPS and will always be rDPS due to strict and hard enrage (and the least they could do, if they are committed to such encounters*, is to design their roles / jobs accordingly).

    * NB: I generally disagree that hard enrage is a good philosophy for encounter design, as it forces every class to be measured only on rDPS contribution, and I would much rather see them expand encounter design to be at least 2-dimensional (i.e. DPS vs. Survival) as this would allow a broader range of job designs (including pure healer).
    (5)
    Last edited by Acidblood; 08-14-2019 at 10:57 AM.