The problem is, that this situation of healers being able to be optimized out of the trinity, in a trinity-based MMO, is growing out of control. While there is casual play available, where your party composition really doesn't matter so long as there's even the littlest bit of competence, much of the graduated or more "fun" (battle) content relies on and requires greater levels of competence, coordination, and optimization in order to be completed. When it so happens that 1/3rd of the trinity is left out due to optimization, and achievable due to coordination and competence, then it effectively means that 1/3rd of said trinity can be made obsolete. Yet, this does not happen with the other 2/3rds of the trinity.
Supposedly the hardest content in the game, which should, by all rights, require all of the trinity in a trinity-based game system. Furthermore, this is not the only content where this has been done. I suggest you take time to research this further before forming your opinion on the response to a single piece of content, because the responses that are coming in, if you take the time to comprehend them, are coming with perspectives across a wide scope of content.There was only one group who did it in one content.
It's more accurate to believe that this was done due to freedom of choice. In other words, because they desired to, they played without the healer role and succeeded.Who even sacreficed the freedom of free class choice, for substituted the missing healer.
Actually, all of the jobs on the team had some form of ability to provide healing and/or support for the party, which is part of the issue regarding FFXIV's balance amongst the trinity. In my opinion this sort of balance could be a good thing if only it wasn't at the total exclusion and expense of 4 jobs/1 role.They even had healer in Form of 3 paladin.
Also, to be clear, it was 2 Paladins, 1 Warrior, 1 Monk, 1 Reaper, 1 Red Mage, 1 Dancer, and 1 Summoner. If you're trying to make an assessment of a situation, I suggest you start by keeping track of the situation's basic facts. Use references if needed.
Edit: Although, if there was yet another team that completed the content without healers, and it happened to have 3 paladins, then it would just further prove that this is not so impossible because there would be more groups achieving this.
So basically: "it's ok if the healer role has a bad time, aren't fun, and can be ignored, because it makes my favored role more fun."Yeah, maybe it can suck, if the healer isnt needed that much. But, that is nothing that can truly changed, without make it bad for other roles or the whole group.
If you are unfamiliar, this has been the general strategy with a majority of content more advanced than the general MSQ: one-shot mechanics, high-damage abilities, or mechanics that cause certain death, which need to be avoided or be taken on the Tank (keeping 1/3rd of that trinity relevant for as long as they can). This strategy isn't usually employed in story dungeons beyond the Tank needing to keep enmity, so if that's your concern, you can be sure that we have years and expansions to prove that this can (and will) remain unchanged."Let make the Boss more dmg" = can easly create frustration. Classes with weaker defense could easily be one shoted or two hitted with that.
With regards to more difficult content, there is actually a lot of discussion that can be found in the Healer Role forum, among other places, where the conclusion has been made that simply increasing damage dealt would not be enough unless other changes were implemented at the same time. If you're really wanting to get into this conversation, I advise you to read up on this discussion by investigating other threads.
This is called progression. It's part of the game's design to work that way, and it is a good thing when implemented by the developers and utilized by the players correctly.Ok, this problem are reduced, once the player have the higher item lvl. But, the problem would be more, until the Player reached that point
You do things, you get numbers, you get equipment that gets you bigger numbers, and those bigger numbers continue to get bigger. These numbers all factor into your spreadsheet, your character, and shows that you are progressing (and, if this is implemented well and utilized correctly, is an introductory glance of your potential competency and capabilities). Tackling challenges that are too great may mean that you need to return to that challenge in the future, when your numbers are bigger or additional practice and experience has been acquired.
It isn't usually an accurate measure of a player's total potential, but getting to those numbers usually means you have met the pre-requisites required to at least be numerically eligible to complete the content in question so long as you have the competency for it.
There is much footage out on youtube or other video sharing services that prove your statements to be wrong. Again, I advise you to research this topic more.It is not even the case, that they are not needed. In dungeon are they important for the mob, before you reach the Boss. And like i sayed a little above, are they needed yet for the New content (esspecial second raid).
Healers are helpful for those cases where the players involved are lacking for skill or equipment, but a majority of the basic story dungeon content has been simplified and streamlined to accommodate for the lowest of skill levels, so that only extreme lack of one or the other or both would cause an actual need for healers' competency. As of Endwalker, at the very least, many of the mistakes you have witnessed (or will witness) regarding healers and their ability to utilize their healing properly, is generally going to be because they are not prepared for situations where their healing is truly necessary for survival/success. This runs especially true if the healer only plays through the story, as it is not designed to require healing as an absolute necessity if other tactics are employed.
It would be good if it was because they were being brought in line with the importance of other jobs/roles in terms of importance, but that's not what's happening.But, it is good, if they important is reduced.
Because the level of importance can be diminished to the point of making them obsolete, this is a bad thing. It means that there is something wrong with the game's design, whether that be because of job balance, battle design, or encounter design, it is a failure of the game.
Yeah, it does suck. It's not fun when someone is more important, during play time with multiple people, than others.It sucks, if the succes is based mostly about, if one or two Player (or 6 by the big raids) plays right.
But you say that, despising that healers could be that important, and then you say
So why is it that the situation only sucks if the healer is important? Why is it that you don't believe the situation sucks when other jobs are the only ones that were necessary to succeed?I can not count, how many times the healer died by the end dungeons of endwalker, last year. It happens so often, that my tank Partner and i maked allready fun about it. And whe was mostly only able to finish the fights, because the tank was a paladin, who healed me or protected me for the big dmg attacks.
I know why, I'm sure others know why. I know Semirhage, among at least 7 other frequent posters, can come up with at least 7 different and amusing ways to describe it.
I recommend that you take a moment to reflect on your personal bias before that happens, if it does.
So all of this to say that the healer role, and its players, should be allowed to be irrelevant to the game because you had an experience where you could not complete content as a healer, and also had other experiences where healers made mistakes (and you made fun of them for it, despite that you admitted that you were not able to do any better). You think it's unfair and unfun for the other party members, particularly the DD and your friend, the Tank, if the healer's capability needs to be factored into your team-based gameplay in order for you to succeed.One time when i played white mage
You're that kind of DPS player. Good to know.