Let's dissect that quote though because Yoshida has some... rather awful takes.
Imagine if tanks and DPS could just not press their buttons and it be seen as "aggressive" to tell them otherwise. How about tanks feeling "pressured" to do DPS while mitigating incoming damage? Heaven forbid someone might have to.... now everyone may want to sit down. This is kind of shocking. You might have to... press Glare, Dia and Aero III. I know, I know, it's too much! You might even have to press another oGCD in between them! Wait, wait! What if... you had to press them 1-2-3 and they built up into a bigger hit. OH. MY. GOD. How would you ever ask someone to put that much pressure on themselves?!?!Yoshida: So I totally understand that those healers that have a very high player skill level and they’ve really mastered their jobs go into these different raids or battles and when they do have some downtime between their heals they do cast more offensive spells. Some of them desire to have more technical aspects of it so they are more active and I totally understand that sentiment. But of course the basis of a healer is to heal so I think the development team and I have this thinking of getting that sense of exhilaration from doing really good heal work.
That being said I don’t think we would do any sort of dramatic addition of offensive skills moving forward. By having these offensive abilities some players, like new healers, might feel pressured like “oh do I have to have good DPS while I’m healing?” or some players might be aggressive like “oh hey you have an offensive skill in your kit, why don’t you use it?” and I don’t think that’s optimal either.
But of course we do have the new job, Sage, which will allow for this unique gameplay where if you land an attack it heals at the same time. Or if there’s like a particular barrier ability that you cast and once that’s depleted it increases the resource which could lead to an attack which is very unique. I think players would be interested in trying that out for sure.
But wait. Doesn't that sequence of buttons sound a little familiar?
Congratulations! I just described to you Warrior's rotation.
Last edited by ForteNightshade; 10-24-2022 at 09:34 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Well that's just not fair, poor guys have to press Storm's Eye every now and then. So it's 1-2-4 every... what, 3-4 combos? :^) Plus the Fell Cleave spam. You're describing Dark Knight, just watered down and with less OGCDs.
Ok but no seriously, Yoshida... <_< is he aware that he answered his own argument? "Oh, healers have figured out a way to optimize everything in a fight and want more to do between casts. Because that might make them obssess with minmaxing damage. The main purpose is to heal".
Yeah, if healers know the main purpose is to heal, then wouldn't optimizing and being experient in healing through a fight be the first thing? They'll be focusing on damage eventually, might as well give them those tools. And if you insist that healers need to heal, then fine, design fights that don't expect healers to do damage but reward healers for doing so. In fact, you can't clear Savage without healer damage at minimum item level, right? So that's kind of the mindset they already have. Why allow something to continue being boring just because you're afraid of taking it overboard? There are ways around it, plenty of games address this with interesting skills and designs.
The take away I'm getting from this drama has mostly been that Yoshida is not invested in this game anymore and needs to stop pretending like he's still passionate about it.
Its very clear he's only aggravated by having to deal with community feedback, maybe he needs to step down and let someone else head the game.
The entire thing just sounds like an out of touch business man trying to sound like he know what he's talking about.
I don't understand why there is such a huge aversion to giving healers more offensive abilities when tanks are getting them constantly.
I'd rather have a more interesting rotation then progressively bloating the amount of incoming damage so as to warrant having even more healing/mitigation cooldowns to deal with it because it just leads to the gameplay in "easy" content feeling extremely stale when you don't even need to use most of your kit.
Worst case scenario they think people don't want to heal because it's "too hard" and dumb the jobs down even more.
Which honestly wouldn't surprise me in AST's case.
Last edited by KageTokage; 10-25-2022 at 12:16 AM.
Agreed but a major complaint among healers since SB where outside of certain fights like omega 3/4 healing has practically been nonexistant to the point that multiple savage raids have been cleared when current without healers.
healers weren't as up in arms in SB since sch still had a dps rotation and Ast had fun cards. Whm's had plenty to cry about in general in SB. The lack of healing to do issue has always played second fiddle to a more pressing issue in the healer role. In SB it was WHM. Shb onwards its the entire role being 2-1-1-1-1 etc
All the removal and homogenisation has done is further highlight how stale and shitty the game is on healers and how it drove way healer mains
Atm most content on healers is stale. All this patch has done is highlight the issues even more since all the freeloading healers were scared away in ex and savage. Currently the only reason this happened is a damn fluke when they misread my 6.1 question.
I think he was passionate once but made the mistake of poking his nose into far too many things and getting too involved in the direction of game. I'm sure he just wanted the game to be as good as possible but he's not qualified in a lot of areas and that's what development teams are for. He's killing his own passion too, burning out and just getting more and more frustrated that the community never seem to be happy even when in his eyes he's putting so much work in.
He really needs to step back, both for the game and himself.
Holy hell that is extremely revealing when it's laid out like that.
Healers and P. Range both have said F* this.
Still relevant 3 years and an expansion later.
Last edited by Deceptus; 10-24-2022 at 09:34 PM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
It won't be surprising when each tank gets a DPS level 100 capstone in 7.0 but each healer will get:
WHM: A Lily spell that puts a 300 potency HoT on the party for 20 seconds on a 120 second cooldown.
AST: Something similar to, but superior in every way to the WHM capstone.
SCH: An OGCD 800 potency AoE heal that disables your faerie for 30 seconds.
SGE: Alphinaud's/Fourchenault's barrier wall that works like Passage of Arms basically.
Last edited by ty_taurus; 10-25-2022 at 04:00 AM.
I wouldn't mind a filler 1-2-3 combo, all same combo bonus potency but highlights when you do it in sequence and looks flashy when done. That way you can have the option to put it on your hotbar or leave it off and still spam 1 button for the same dps.
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