Because they have to appeal to the casual player. The casual player isnt likely to go into savage and such so they thats where they can actually cause things to hurt. Every normal fight has to clearable even for the casual player




My counter to this is that Amarout and Mt. Gulg, both fights required to clear MSQ are harder than any other dungeon we've gotten in ShB. They should've been the standard difficulty going forward for lv80 content. They weren't. Doesn't matter what ilvl you had, certain pulls in both dungeons, while not anywhere near EX or Savage content, was still difficult to pull off.
Some adds in Amarout targeted Healer/Dps and the tank could not pull aggro off them. One in particular debuffed your healer. In Mt. Gulg there were plenty of mobs who hit the tank hard from start to finish. The boss fights in both imo become snooze fests like normal, but at least in this respect SE can take notes:
More priority targets and harder hitting mobs is not asking for too much.
Also closer ilvl gap would be nice. Mt. Gulg and Amarout? Min ilvl 390/410 respectively with a sync of 420/440. Why is the Twinning and Akademia min 410 but their ilvl sync goes up to 470?
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
As you may have noticed, all dungeons at expansion lv cap (50/60/70/80) will have huge ilvl gaps while their leveling dungeon counterparts aren't that different ilvl-wise. That's nothing new. Dungeons at expansion cap level are generally easier than leveling dungeon counterparts and also have their separate roulette too.





I both loved and hated this mob.
I loved the that the mob could gimp our heals into nothingness and was a new mechanic the party needed to counter. The problem is that with the big pull mentality, this left us with gimped heals in groups that were completely ignoring this thing to AoE to infinity, dying, and then blaming us for no heals. Instead of focusing on this mob as they needed to so we could keep them alive.
Neat idea, but unfortunately the rush rush rush player base ruins these neat ideas for us.
That's also one of the issues with "just make things hit harder" because tanks just grab everything instead of recognizing things are hitting harder and adjusting accordingly.
But I also don't want to just be green dps. I picked the healer class to be support. So, I want to support the party. I don't care what my dps numbers are and only reason we have to is because SE doesn't give us enough to do in our primary role so we have windows of downtime you could drive a Mack truck through and nothing to fill them with but with dps.




I disagree. I mentioned both of these dungeons specifically for a reason. In both the rush rush meta we have and "the way SE intends it to be played" as I'mma gil it, you can clear just fine currently. Tanks who multi-pull usually do so because they can handle it (and good ones adjust if healers/dps cannot) and single pulling, while mind numbingly boring for experienced players is unhindered entirely.Neat idea, but unfortunately the rush rush rush player base ruins these neat ideas for us.
That's also one of the issues with "just make things hit harder" because tanks just grab everything instead of recognizing things are hitting harder and adjusting accordingly.
Even in Holmister and Don Mheg we had enemies like these. The fuath in the latter would enlarge a mob if the tank didn't interrupt and make things harder (I've had many tanks either not know this or don't care and mass pull anyway) the former again has hard hitting mobs.
I'm not asking for SE to make these things more difficult by having multiple targets that need to die asap in a single pull (read: one pack of mobs) nor am I asking for both priority targets and hard hitting mobs to be in a single pull. I'm asking for the difficulties in these two dungeons to stay and be made into level 81-90 dungeons as we go forward and for all lv90 (and if possible 80) dungeons going forward keep this same difficulty.
These two dungeons aren't perfect I do think they could be improved if even slightly, but I do think they're done well as they do present some challenge for multipulls as you've pointed out, while also not hindering small pulls in anyway.
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE


Leveling dungeons like Bardam's Mettle and Holminster Switch hurt like hell for tanks, especially compared to the "Expert" max level dungeons, and the average casual player is more than likely to get a tank that does wall to wall pulls that they're then expected to heal. Sure it's not the same healing demand as cycles in E11S or Junction Shiva in E12S, but in terms of single target healing it's very demanding when the tank does that wall to wall pull.
Either way, they shouldn't focus on increasing outgoing damage, that's not how you make healers engaging, making it hard to optimize your rotation and your resources on top of keeping everyone healed is how you do it.
Since healing has basically been idiot-proofed, only the last thing still remains, and that task isn't even hard if you actually know how to use your kit
Watching forum drama be like
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