
Originally Posted by
HyoMinPark
That said, listening to feedback is also important; and I hope they can also take some of the reasonable suggestions people have made and consider incorporating them as well. Having real healer devs might help facilitate this.
I would go so far as to say that it's required. Without someone who plays healers regularly to parse the feedback, it falls to the current team of DPS mains to do it. Accordingly (if they even take any feedback) they will pick the suggestions that seem feasible to DPS mains.
Crucially, DPS and healer mains often differ on their idea of fun. For example, as a healer main I like to feel like my party is in actual, real danger of dying to damage in difficult content and it's my skillful play preventing it long enough to win the fight... whereas DPS mains probably prefer it when they don't remain at low health, barely alive, one mistake away from death because I'm too busy doing triage healing on people who've been chosen for unavoidable damage.
You really need some healer mains on the design team to reconcile this.
I wish they could figure out a way to maybe rotate them in and out ... to incentivize and pull people into each mode.
Doesn't even need its own roulette entry. I'm in several large discord servers dedicated to re-running old extremes and savages that would jump all over the ShB Unreals.
He said they were removing the proximity damage from the earthshakers. I have heard nothing about the removal of the tower mechanic, which is not an exclusive tank mechanic.
I re-checked what I read and you're right about the proximity damage.
"Earthshakers, where two people get targeted for cones, used to have proximity damage, but it was too mean and so they removed it."
"Also there was a mechanic where Tanks had to position left or right, but they kept getting confused. "Our right? Sephirot's right?""
I don't know what the left-right mechanic they're referring to is.