Results 1 to 10 of 98

Hybrid View

  1. #1
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,585
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ASkellington View Post

    Some adds in Amarout targeted Healer/Dps and the tank could not pull aggro off them. One in particular debuffed your healer.
    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.
    (4)

  2. #2
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    986
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by TaleraRistain View Post
    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.
    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.

    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.
    (4)
    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