



Essentially DPS rotations are not the point and focus of the healer job. It makes perfect sense.Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.



I mean, if you listen to the forums the average player is so dumb they’d drown in the middle of the desert. I don’t think heavily restricting the entire healer role based on this supposition is a very reasonable reaction lol.
And I mean it’s not like healers are suddenly paying complete attention to ‘healing’ anyway, most of them largely ignore it as much as possible and hyperfocus on spamming their one dps button, then wait like 80 seconds to Raise you when they’re at full MP lol (gotta get the extra deeps). Bad players will always be bad no matter how the game is designed
Tbh this makes sense to me. Healers aren’t (generally) required to engage with their damage, but how often do people actually play the way the devs expect them to? There’s always been pressure/expectations* from other players on healers to DPS in every expansion; their answer to this is to make healer kits as accessible as humanly possible so they can more easily meet the ‘player expectations’. Like, you can get away with not doing dps as a healer mechanically (again, in general content lol), , but people will make posts on the forums/reddit about how awful it was their healer didn’t do XYZ lol
Edit*: not saying these expectations were unreasonable or counter to game design just that they do/did exist and weren’t the same as the ‘devs expectations’
Last edited by Connor; 07-20-2024 at 11:01 AM.


You don't actually need to be all that close. One of the quirks of Holy compared to other AOEs on Healers is that it's 8y radius instead of the usual 5y. It doesn't sound like a lot, 'oh wow a whole 3y' I know, but it allows you to be a lot further out of harm's way (or more accurately, gives you more leniency in where you can stand to dodge the Orange AOEs and still be in range to Holyspam)




He already answered this. You may not like the answer, but it's an answer. And it makes sense.Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.



See, you're just proving my point.
Damage isn't the focus, it's not your main priority, it's optional.
So something completely optional needed to be simplified because......?




"We aren't designing encounters around healers doing dps. SO....let's give them extensive dps skills". That makes no sense.



I'm not talking about giving then extensive dps skills, I'm talking about the simplifications from SB > ShB.
It never needed to happen in the first place because dealing damage isn't our main focus. So why would there be any reason to simplify something optional that people aren't forced to engage in?
That's the part that doesn't make any sense.


The point is, why remove what we had, if we aren't designing around healers doing dps? Why bother rebalancing the potency of SCH's one remaining DOT after removing the others to keep SCH's damage output roughly equal, when they could have just left Bio as being 35p as it was in SB? It shouldn't matter whether that DOT does 35p per tick or 70 (now 75) because the SCH isn't meant to be doing damage in the first place... right? Additionally, you might have missed it on your way to level 100, but they did just add new damage actions, in this very expansion. If they weren't designing encounters around healers doing DPS, what was the point in adding Glare 4? So we could kill overworld mobs faster? So we could do solo instances for story faster?
Also, 'extensive' is doing a LOT of heavy lifting. I'd like to believe that a lot of players who are asking for this 'extensive' kit, are simply asking for the SB damage kits back which is... one extra DOT per job, essentially?




The poster above already answered you, as did Yoshi P. They wanted the DPS simple enough for the typical player to engage with and still succeed in their role.I'm not talking about giving then extensive dps skills, I'm talking about the simplifications from SB > ShB.
It never needed to happen in the first place because dealing damage isn't our main focus. So why would there be any reason to simplify something optional that people aren't forced to engage in?
That's the part that doesn't make any sense.
In theory, they already need to watch health bars. They need to watch for status effects. It's more important for the healer than anyone else not to fail mechanics as they can be a fail condition and have low defenses so we can get 2-shot. Or, 1 shot if you fall off a platform.
They don't also want people looking for DPS procs or having difficult rotations. Probably they think this would add to all the responsibilities a healer already has.
The reason I am in this thread is because I feel they failed in making the other responsibilities matter. I never wanted a DPS rotation and it's not my point of supporting the strike. This is probably why they kept it vague. We won't all agree on the actual solutions.



I'm not asking you to like damage kits, I'm just pointing out the logical flaw.The reason I am in this thread is because I feel they failed in making the other responsibilities matter. I never wanted a DPS rotation and it's not my point of supporting the strike. This is probably why they kept it vague. We won't all agree on the actual solutions.
If something is optional, people can choose to not engage with it if it's too hard. Therefore, there's not any reason to make it simpler.
But I can't convince you if you don't see it as a logical flaw, so we can just disagree.
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