Quote Originally Posted by Striker44 View Post

Because none of those are necessary. They were just looking for a healer. It doesn't matter what "type" of healer you are, and given how they're from a rather isolated village, it would probably be meaningless to them, anyway.
So, any level 20 adventurer that has Esuna/Medica/Cure ready would suffice for them then? Such validation!
All I asked for are a couple lines in dialogues that reflect your type of healing (White Mage elemental, Scholar/Sage "math healing" and Astromancy for, obviously, Astro). And/or a single line at lvl 100 with something like "Such potent/unknown poisons can only be dealt with by a very skilled healer". Not that difficult to write, eh?



Quote Originally Posted by Striker44 View Post
So, they started including debuffs, but because they didn't include every possible one under the sun that would require the same response, they're terrible? *sigh*
Right, for their lesson they picked the weakest form of debuffs: a wee DoT damage, that even in normal fights outside of role quests gets completely overlooked because overwhelming majority of DoTs barely deals any damage to be worthy of Esuna. At least give that poison some real kick (carefully glancing at Sartauvoir duel with Bio IV)
A single instance of dispeling movement impairing debuff would go a LOOONG way. But they decided to not included any, haha.


Quote Originally Posted by Striker44 View Post
As you mentioned, the NPC you work with in the final duty doesn't have a "miracle potion". You're definitely playing a Healer throughout the entirety of that fight.
And that's the entire point. Our enitre agency as a healer could've been replaced with a handful of potions/antidotes.
If it was shown how deadly/incurable those toxins are, or that they are from different continent, so a normal antidote will not do - I would be completely satisfied.

Quote Originally Posted by Supersnow845 View Post
All of the DT role quests were hilariously bad
Agreed... but at least Melee DPS ones were serious enough for them to put Breaking Boundaries music in it.... which is already a huge win for me.

I described healers quests, because they were closest to me, but, in reality, other roles were disrespected too.

Tanks: not a single instance of absorbing heavy damage, only one "intercept tether" mechanic with tickling damage.

Ranged: just like you said, no need to keep your distance. Do devs remember we have actions to inflict Heavy/Bind on the enemy, I wonder?

Casters: "Hmm yes, this rock is made out of rock"