Or maybe it means people agree with what I said in that post, that 'there's not much point in typing a massive reply, if whatever WE reply with is dismissed immediately as 'you didn't read again''.
SE dumb as hell on this stuff, they already had the solution for the TOP-HW buffcap issue IN THE GAME. In Intermediate Relativity, you got Return IV, which placed a return position upon expiration, and gave Return I. That ALSO dropped a return position, and then gave a new debuff that would Return you to return I, then return IV. So back to TOP, why did they have to give Local Regression, Remote Regression, Local Code Smell, Remote Code Smell, Critical Overflow Smell whatever yadda yadda, when they could save debuff slots by having Local/Remote Regression II, that becomes Local/Remote I upon resolving?
As for AST, another casualty of the 2min meta. You throw out literally everything in a hectic window of 15-20s, then go back to mashing one button (mostly) for the next 100. With the old system, you'd be playing a card (or burning it) every 30s, and thinking ahead about things a lot more. Do you save that Spear with Spread in case you can't find a Balance, or reroll it to try and get the Balance, or a EwerSpire to burn up? Do you play a raidwide Arrow knowing it's 'kinda not great', or risk the reroll knowing that Bole Ewer and Spire would all be 'a hell of a lot crappier'?
If the healer can't do their job's mechanics without thinking at all, then they might get analysis-paralysis, freeze up, and cause a wipe. And the thought that they might 'fail' at something is just too much for the precious, delicate healer playerbase, so of course SE has to protect us, from ourselves. I've said it before, but I'll repeat it again, we're plants that SE has put plastic bottle-tops over to protect us from the birds. But if a plant gets too big for it's bottle-top protection, outgrows it, that 'protection' actually strangles the plant. After a certain point, we end up like those novelty shaped watermelons.
I've also said before, I don't care if someone wipes in a raid. My motto is, if you do make a mistake, own up to it, understand HOW the mistake occured, try your damndest not to repeat it. Because, if you die in new, unique way every time, eventually you run out of ways to fail. And once that happens, you succeed by default. Every time I've screwed up in a raid and I can tell that it was me that caused the wipe, I have immediately said 'my bad'. So my question is, if we keep applying safety helmets to the role so it's not possible to make any mistakes, or if a mistake IS made, it's so inconsequential you cannot even get the feedback that tells you that a mistake WAS made, how is the player meant to improve?
It's bad enough that DPS players can potentially go months at max level not knowing their damage is awful, because the game doesn't tell you. Stone Sky Sea is an absolute joke, wildly varying between 'lmao you were 15 seconds off' and 'wow you beat it with over 20 seconds to spare' depending on the patch, job and fight combo. No matter how many times I tried, how much I practiced, I could never beat the P4S dummy as most of the DPS classes. But the healer ones fell over. 'Oh but healers aren't meant to focus on DPS so the requirement is lower', I could beat the AST one in my crafted gear, without using cards, how does that make sense? Then in the actual fight, as AST, we had multiple 50% enrages, because a RPR was meant to do approx 7.2k DPS, and was instead doing 6.2k. I don't know if SSS would have even helped them. At most it'd have told him 'you need to do your rotation different, this one doesn't work'. But it can't tell the poor sod WHY their rotation isn't good. Can SE update SSS to, idk, at least have some basic stats stuff? Like, DOT uptime, cooldown drift, resource overcap, etc?



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