Similar arguments were used when TEA was solo healed as well. "Oh it was an AST so its fine" SCH and WHM then clear it as well and radio silence after that.
"RNG needs to line up just right for it to be possible" Well RNG lined up and these people cleared it so what's the actual argument being made? If RNG favors it, what's exactly stopping other people from following suit other than player skill? These are ULTIMATE fights, something that should require above average players to clear it in the first place so what's to stop equally skilled SCH/WHM/SGE from clearing it if they can get the RNG to do so? If RNG is literally the only factor that determines whether a 2nd healer is needed or not, there's a problem.
No, I'm looking at kits, interactions, and how they work in a mechanical sense.
I've already submitted for the sake of argument that CONTENT is too easy. I've said for months now we have too many oGCDs, they're too powerful, and fights are too scripted.This seems contradictory because I fail to see how too many powerful oGCD is NOT a job design problem. Making the content actually warrant the oversaturated amount of oGCDs healers get wouldn't resolve the issue because everything that came before that content would be unaffected and leave those areas of the game woefully underdeveloped, doing nothing to make healers more engaging in that content and even less motivated to run it. Removing/Nerfing oGCDs shows that there IS a problem with job design being overtuned.That doesn't mean the Job (since all healers are this way) is badly designed. It means the content is not being well designed.
If you don't need to use WHM's "supposed" complexity for current content, then what's the problem of adding to that complexity? You yourself said you don't need to use that complexity, so why can't we have more DPS buttons? You don't need to use it, right? You're killing your own arguments here.



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