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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by romah View Post
    You're not going to like what I'm about to say but maybe you're part of the problem right there. I also been playing MMOs for decades and I did stop playing ff14 a few times due to the direction the game was taking. I'm sorry that you feel this way but maybe if you (and other healer mains) actually tried to adapt and play something else, devs would start caring more about your favorite role.
    I'm at a complete blank as to what the link is between healer's being particularly prone to one tricking and SE not caring about the role? I guess you are suggesting that it because it has a foundation of regular players that SE don't feel any need to spend any time on it? The problem with that theory is that I'm fairly certain that Shadowbringer's ushered in an era of SE feeling that it doesn't really matter if the end game players burn out en masse because they will always have enough fresh blood coming through to fill the gaps and at least for Shadowbringers, that was a very valid stance from a cold hard business perspective. All jobs and roles have suffered some degree of watering down in a bid to make majority of the game almost impossible to fail at. It's just that healers have consistently gotten it in the neck for longer and harder. It's not that SE don't care. It's that they don't really know what to do with the role and aren't willing to commit the manpower and resources to do better when they seemingly don't feel that it's necessary.

    It's not going to take healers quitting in waves to change anything (At least from my perspective, that's already happened in long established top tier FCs and teams). It's going to take players quitting in their droves to the point where they significantly outpace new players.

    During ARR no one would play tanks. That's when they started adding mounts for tank achievements, adding mechanics for the off tank in trials and supressing one tank on team comp when it was not needed (crystal tower).
    The mounts were indeed an incentive. OT mechanics weren't. That was there because 2 tanks were a genuine handicap on many early ARR bosses. TitanHM was a great example of this at it's worst. If your MT knew the safe spot, they weren't going to die, ever. The OT offered no value and literally made the fight harder as you'd get noticeably more final phase tumults coming in with the longer time to kill.
    (8)
    Last edited by Sebazy; 03-26-2023 at 06:00 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    romah's Avatar
    Join Date
    Mar 2023
    Posts
    13
    Character
    Aly Page
    World
    Phantom
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Sebazy View Post
    I'm at a complete blank as to what the link is between healer's being particularly prone to one tricking and SE not caring about the role? I guess you suggesting that it because it has a foundation of regular players that SE don't feel any need to spend any time on it? The problem with that theory is that I'm fairly certain that Shadowbringer's ushered in an era of SE feeling that it doesn't really matter if the end game players burn out en masse because they will always have enough fresh blood coming through to fill the gaps and at least for Shadowbringers, that was a very valid stance from a cold hard business perspective. All jobs and roles have suffered some degree of watering down in a bid to make majority of the game almost impossible to fail at. It's just that healers have consistently gotten it in the neck for longer and harder. It's not that SE don't care. It's that they don't really know what to do with the role and aren't willing to commit the manpower and resources to do better when they seemingly don't feel that it's necessary.

    It's not going to take healers quitting in waves to change anything (At least from my perspective, that's already happened in long established top tier FCs and teams). It's going to take players quitting in their droves to the point where they significantly outpace new players.



    The mounts were indeed an incentive. OT mechanics weren't. That was there because 2 tanks were a genuine handicap on many early ARR bosses. TitanHM was a great example of this at it's worst. If your MT knew the safe spot, they weren't going to die, ever. The OT offered no value and literally made the fight harder as you'd get noticeably more final phase tumults coming in with the longer time to kill.
    You're making sense. But I don't see how else you can protest against your role going in a bad direction.
    (1)

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