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  1. #33
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Dogempire View Post
    All the jobs are very samey, and the same design flaw extends to healers, they're all easy to optimize, too accessible to the point where it leaves out any element of danger or difficulty when it comes to boss encounters or raids. It's really created an element of monotony when it comes to battle content because so little can go wrong except for people dying, which again isn't too much of an issue since it's not like healers have any mp management issues.
    The easy of optimization and high accessibility is due more to flawed fight design than flawed kit design. More complex kits would not really make fights harder to optimize nor make fights more engaging.

    Consider these things:
    • When was the last time using Esuna to cleanse and manage Debuffs was important in high end content?
    • When was the last time a Tank needed constant healing to survive through a mechanic and could not insure they had an invuln or a large number of cooldowns ready for it?
    • When was the last time the threat of a random Crit meant that a Healer should ensure that everyone be topped off to survive?
    • When was the last time a Healer had to deal with mechanics that reduced their range or forced them to heal at extreme ranges?
    • When was the last time a Healer had to heal targets with reduced healing received debuffs on them?

    Modern Fights tend to lack mechanics that actually test healers.

    Heck tanks don't even need to think twice about their aggro anymore, they just blue dps with either the boss autoing them or not autoing them.
    Not needing to think twice about aggro is fine. Aggro management was never really an intended part of the tank gameplay from the start of 2.0. "Aggro management" only really became a thing when tanks discovered methods of getting significant dps gains with little chance of losing hate due to unintended interactions of various factors. The lack of the need to manage boss position and facing, manage adds, manage mitigation cooldown use and utilize stuns, interrupts and "protect other" cooldowns are bigger factors in making the tanks feel like blue dps.
    (9)
    Last edited by Ultimatecalibur; 03-06-2021 at 09:23 AM.