

Designing a role around babysitting players doesn't make for compelling gameplay when the party you have doesn't require it.
Hence the majority of the complaints around the role is how absolutely mind-numbingly boring it is to play.




Absolutely! What I equate this to is walking a tight rope without the security of a safety net. It's takes an exceptional amount of talent, skill, practice, and confidence. It's actually quite amazing.
When I saw this, my initial reaction wasn't defeatist and thinking, "Well, guess I'm no longer needed." How could it be when my general experience in game doesn't reflect that outside a handful of rare encounters. I watched a group clear TOP and know how ridiculously hard that encounter is. My initial reaction was, "Wow! These players are friggin awesome!"
Healers in FFXIV provide security. A very small percentage of players are so exceptionally skilled that they don't make mistakes. And time away from an encounter can have them forget, or enter it rusty, and having to get reacquainted with it to perform flawlessly. Humans play FFXIV. It's just how it is. We make mistakes from honest to outright silly ones all the time.




Meanwhile back in reality....
https://youtu.be/T6MvwQWBMVg?t=476
Sure, no disorganised or casual group is going to achieve this, but then no disorganised or casual group is going to clear TOP regardless.
Trying to suggest that a group needs to be 'exceptionally skilled' or needs 'perfect flawless play' is a flat out lie, either to yourself or to us (don't care which). There are a wealth of errors and mistakes including wasted and missed mitigation and healing abilities from the group. Yet they still made it through.
Please forward my criticism onto your Uncle Yoshida when you get a chance Mr self appointed community, developer and balance team rep. Thanks.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
So should TOP be harder in your opinion?Meanwhile back in reality....
https://youtu.be/T6MvwQWBMVg?t=476
Sure, no disorganised or casual group is going to achieve this, but then no disorganised or casual group is going to clear TOP regardless.
Trying to suggest that a group needs to be 'exceptionally skilled' or needs 'perfect flawless play' is a flat out lie, either to yourself or to us (don't care which). There are a wealth of errors and mistakes including wasted and missed mitigation and healing abilities from the group. Yet they still made it through.
Please forward my criticism onto your Uncle Yoshida when you get a chance Mr self appointed community, developer and balance team rep. Thanks.




No? I'm not sure why you think that? I think Top (And frankly, Savage + Ultimate in general) needs to be more inventive with how they get healer engagement going.
We've had fights that were great fun in the past. Remember A5S? Solo healing + handling potions was intense and an all time favourite of mine. Remember A2S where the healer would handle gob walkers? Not a classic turn but it was a neat distraction and I certainly enjoyed it. DemonChad where both tanks were getting curb stomped all fight long often with mechanics that prevented them from being near each other for AoE heals? Good times. Godka where the movement heavy dodge intermission phases were literally the med break for the healers because the rest of the fight was an absolute barrage of damage and 1 shots. Even Coil had little things such as Imdugud's Prey forcing us to shield our DPS or fights that forced the group to spread making it impossible to lean on AoE healing alone.
By comparison modern fights base their difficulty around how much mitigation is required to survive x raid wide. This is a problem because A) Raidwide mitigation is only partially our responsibility now, thus even without healers, a team such as this still has plenty of mitigation and B) Said raidwides may be literally minutes apart.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~


Nothing to worry about, just in prep for 7.0 when healers are no longer required for duty finder queues. SE has heard the complaints about healers and their shortages. SE has decided to make them completely irrelevant. The new crit dungeons is just a test before going full scale.


I suggest SE just change the healer role into a support role at this point. There's more benefit to changing that role so they can effectively buff+dps and heal without SE's weird stereotype that healers need to just become walking elixirs. Then again, the execs have to actually have the sapience to hire actual competent job designers to their small indie roster of 4 devs in charge of battle sys. and job design in the first place.



It’s not a question of difficulty, it’s a question of designing healers (and the other roles) for this game, not some hypothetical one that may or may not have existed.
Regarding rubicante, with enough copium could it be a meta commentary on the four fiends being a bit rubbish really?
Last edited by fulminating; 05-19-2023 at 02:56 AM.
there's a clear correlation between modern healer enjoyer and their inability to understand the simple point that the TOP clear is an indication of a problem, not the problem itself
what's the common variable? IQ?


This doesn’t apply to 99.99% of the player base.
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