It's elitist because people make mistakes. It's a game. If you are the type of healer who lords healing over another player's head because they aren't perfect, that's elitist to me.How is this elitist? Of course you should expect players not to "stand in the fire". In the same way you should expect healers to heal, tanks to grab aggro and DPS to deal enough DPS to kill things reasonably quick (Even though in dungeons there are really no limits.)
If you're talking about healers refusing to heal people that got hit with a vuln stack, it's basically the same player issue: Someone refusing to play the game.
Which should not be the thing you design classes around. Should we remove all player agency and automate everything so that people cannot avoid playing their role? I'm not defending people that do not play their role, I'm saying Jobs will inevitably lose engagement if you design them without risk-reward.
I think we should separate mistakes from deliberate refusals to play.
Someone can take aoes and even die several times that's totally expected.
But I don't think that not expecting them to not even try to do mechanics because they're busy watching Netflix is elitism. And sadly, the game design seems to be aimed toward those "players".
Healer? What do you even need one for?
I mean, I'm assuming "deliberate refusal to play" is the exception, not the rule. This conversation started in response to a player who was clearly playing, including bringing potions to heal herself.I think we should separate mistakes from deliberate refusals to play.
Someone can take aoes and even die several times that's totally expected.
But I don't think that not expecting them to not even try to do mechanics because they're busy watching Netflix is elitism. And sadly, the game design seems to be aimed toward those "players".
I agree though, it's an important distinction.
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