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  1. #231
    Player
    Nav_Fae's Avatar
    Join Date
    Nov 2015
    Posts
    437
    Character
    Mizuchi Hikaze
    World
    Sargatanas
    Main Class
    White Mage Lv 60
    Quote Originally Posted by OM3GA-Z3RO View Post
    People keep pointing out that since Healers are obsolete because of TOP, It's not just in TOP it is in Dungeons as well, while TOP no Healer clears are done by the select few groups, Dungeons are supposed to be the mere definition of having a team of the holy trinity but Tanks (Except for DRK and maybe GNB) are able to fulfill the entire trinity roles. I personally grab my WAR and get 3 DPS (Because having a premade party ignores restrictions) to do my Expert, LvL90 and Leveling roulettes because it is much faster.

    They need to tone down the Self Healing on Tanks, crank up the Damage done by enemies and give healers more utility and more options to Damage, Healers are bloated with OP instant healing spells which forces them to just press their 1 button DPS rotation and their occasional 1 dot button.
    To be fair, you could always clear dungeons without healers since ARR. The difference is that it's more efficient to not take a healer which is why it's a problem.
    (3)

  2. #232
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    True but it is just very telling that the problem continues to fester and Yoshi with his team have no intention in fixing the problem for the sake of raking in players that has the skill level of a sloth and they continue to gaslight their customers saying: "Healers are fine, if you're bored, go heal in Ultimates.".
    (7)

  3. #233
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,027
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Eorzean_username View Post
    You can pump up damage intake. But this has limitations, because it's inherently exclusionary.

    ———————————————————

    Or you could dramatically pump up Healer rotational involvement, and DPS output in turn — bringing them much closer to, say, Dancer, and treating them more like "DPS-with-Utility" (ie, the current PvP approach), and thus reducing the temptation to cut them out of content when optimising.

    ———————————————————

    Or, perhaps you could reposition Healing to more of a broad Support role — so that even if you don't need raw Healing, there's still a "good reason" to bring Healers.
    Well, whatever the team intends to do, they have to settle on a direction to move forward with soon, because both the EN and JP communities have voiced discontent with the current design. EN side wants increased damage options while JP side wants more to heal. The current design satisfies neither side. There may not be any issues at the moment in regards to healer population, but from what we've seen on feedback, the people who leave the healer role are not intending to come back, and we're not sure if the amount of people entering the healer role will offset the amount of people leaving.
    (3)

  4. #234
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Irenia View Post
    The big thing about healerless clears is that it is deflating. Especially if you are the type who wants to aim to play better in general. No amount of logic can stop me from feeling bad about wanting to play well on healer, yet playing expert roulette well means dropping the healer. I don't play this game to feel bad (at least, not in this way).
    Yup. The reward for playing well as a healer is being stuck with mediocre teams that need healers to fix their mistakes, because the better teams who play at your level replace healers with more dps/tanks.
    (0)

  5. #235
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    662
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Well... At least white mage's polymorph is still op in pvp. That's where l play heal and find solace
    (0)

  6. #236
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Aravell View Post
    Well, whatever the team intends to do, they have to settle on a direction to move forward with soon, because both the EN and JP communities have voiced discontent with the current design. EN side wants increased damage options while JP side wants more to heal. The current design satisfies neither side.
    You'd think so, but I feel like they've boxed themselves into a corner that they either cannot, or will not, move out of.

    You are not allowed to have more damage complexity and breadth because that will (apparently) threaten and upset people who "just want to heal".

    But you are also not allowed to have anything too serious to heal in the vast majority of cases... nor a more delicate cost-benefit system (so that preexisting healing choices become more of a consideration)... because that would carry the risk of Healers who mismanage resources, or mis-time their tools, being unable to keep up, and then causing a wipe. Which (apparently?) has been deemed an unacceptable possibility as well.

    Honestly, unless there's a dramatic internal paradigm-shift on XIV's team, I suspect that the "solution" to any drop in Healer populations would just be to continue to make playing Healer more foolproof and unthreatening — by reducing Healing demands, rather than increasing them — and perhaps implementing some sort of bonus for playing a Healer, maybe their own version of Tank mounts. Or maybe make Healer "Adventurer in Need" more common or lucrative.

    I'm sorry if I come across as oppressively-cynical, but I feel like XIV has entered a design phase where the top goal is simply to entice as many warm bodies as possible into doing anything offered, with no serious developer concern for "why" those bodies are there, as long as they "are".
    Quote Originally Posted by Aravell View Post
    There may not be any issues at the moment in regards to healer population,
    Is this confirmed in some way?

    Anecdotally, I feel like filling the Healer slot in weekly reclears is still like pulling teeth.
    (0)

  7. #237
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Eorzean_username View Post
    Honestly, unless there's a dramatic internal paradigm-shift on XIV's team, I suspect that the "solution" to any drop in Healer populations would just be to continue to make playing Healer more foolproof and unthreatening — by reducing Healing demands, rather than increasing them — and perhaps implementing some sort of bonus for playing a Healer, maybe their own version of Tank mounts. Or maybe make Healer "Adventurer in Need" more common or lucrative.
    Or they continue to give the other roles more healing/mitigation utility. That would be more in line with their new 10 year goal of moving the game more towards being a single player RPG that can be played with friends instead of a traditional MMO. Going to be hard for players to progress solo if they don't have self-healing/mitigation utility, Unless the goal is to remove incoming damage altogether as well.
    (0)

  8. #238
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,427
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I actually wouldn't mind if healers were deleted, every job got more support tools and we just brought 2 more dps.
    (0)

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