I'm so tired of my role (well, soon to be former) being gatekept and held back by genuinely awful players. Any time we want more complexity it's always the same response of ''but think about the bottom 10% who would struggle if it was made harder''.
Because those types of players weren't already struggling to begin with? How low are we making the bar to entry for this game? The average healer player today is awful. I can queue into a savage pf and my WHM co-healer will snort medica 2 like crack cocaine and somehow struggle to do DPS when it is. literally. one. button.
If people are new to healing and are still grasping the ropes, fine, I don't hate those types of players. But the types who have months upon months of play time and still somehow play something like Sage and just sit there in an expert roulette spamming diagnosis on me, they are simply incompetent and lowering the bar more and more to people who refuse to get better is not the solution.
Yet it's what the developers have done for years - cater to those type of players. Just look at the last morsel of difficulty in the healer role - AST (yes, I will be forever bitter). It's been reworked going into DT to be more simplified and streamlined with the other healers. Because apparently having a singular healer which had genuine difficulty and optimisation baked into its kit if you wanted to access it, was too much for the bottom of the barrel type of player. We must make the card system brainless and scripted, because having RNG to slightly change the rotation each time was apparently too difficult. We must give them 4 more single target healing buttons + 2 mits going into DT, because apparently having 5 of those in EW was too little.
Ranting aside - the solution to this is so simple. Literally design the healers to encompass different levels of difficulty and play styles. Have one healer (probably WHM) stay as it is right now, a one button DPS rotation, so people who want that get to keep it. Then create (or do not rework) the other healers into something more akin to AST where there's genuine difficulty and optimisation to think of. Or more into what the healers used to be when they had several DoTs or other nuanced abilities to think about. SGE really should have been some brainy whacky-ass DPS rotation style of healer, and not this ''healer who heals by doing DPS, but the DPS is just 1111111211111'' job.
		
		
			
			
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