Well, inciting a fight is the best way to get the thread locked for them. I guess?The biggest mystery to me is why the people who disagree with the thread topic are like 90% rude and arrogant about it. Where's all the hostility coming from? Did someone draw a pentagram out of Stanley cups or something? It's like a Karen convention keeps marching through.![]()
Last edited by xbahax92; 06-12-2024 at 02:27 PM.
To put it simply:The biggest mystery to me is why the people who disagree with the thread topic are like 90% rude and arrogant about it. Where's all the hostility coming from? Did someone draw a pentagram out of Stanley cups or something? It's like a Karen convention keeps marching through.
- They think the movement is stupid, because other healers will just fill in due to convenience.
- They think there is nothing wrong with healers.
- They think everyone here is being overly dramatic for a video game.
- The arguments and fights are a form of entertainment.
- They know they can piss people off in here. It is a huge opportunity to bait people, and it is working.
- Some might feel others are putting words in their mouth on how healers are "suppose" to be, and feel offended.
- Some might love current healer design, but have to put up a defensive stance, so people won't romp on them for having a difference of opinion.
- They aren't reading anything and jumping to conclusions.
There are... probably more reasons, but there you go.
Last edited by Gember; 06-12-2024 at 02:17 PM. Reason: typo
Given the kits healer have since ShB, it’s entirely possible to heal while maintaining your damage output.
If some healers still fail to heal you with bloated healing spells, how’s giving them more healing spells helps the issue?
Have you considered the problem lies elsewhere?
Shouldn’t SE increase incoming damage to an extent that tanks actually have to stop and wait for healers?
They’re doing quite the opposite right now by giving tanks more reason to leave healers behind. How’s giving tanks more healing in DT going to stop people like me who’s already at the other side of map clearing mobs while sprout healers are busy opening treasure chests for gears?
Last edited by Aword3213; 06-12-2024 at 02:16 PM.
I don't really see it happen in early ARR content.
I believe most tanks in this range are either a) timid (because of inexperience) or b) experienced enough to know that most other jobs lack AoEs at this level.
Without the party having these AoEs, pulling multiple groups just makes it difficult on sprout healers for little gain.
I've green DPS'd since ARR. I really mean this - when I picked up Conjurer for the first time in ARR itself and got Cleric Stance, I immediately used it and did DPS when I wasn't healing.
I didn't raid then, I didn't talk to anyone about optimization then, I wasn't even beyond level 32 on Gladiator (since I needed a Conjurer to become Paladin). In fact, I didn't really know what a tank was then; I just liked the shield.
And despite all of that I was perfectly fine doing DPS as a healer whilst actually healing a lot when needed.
The crazy thing is that the healing requirement in lower level dungeons is higher than max level dungeons. How does that even make sense?
No, it's the tank saying "I want to do your job for you because I can". Because that's what tanks are thinking when they do it. Which raises the question of if they should be able to do a healer's job for them and to what extent.Using self-heal as a tank is basically telling the healer they aren't doing their job.
I agree that it's annoying when a tank is not clear and anxiously pulls one pack then suddenly changes their mind to pull two. As for me though, I sprint immediately and I think it is quite clear what I am doing and that I am not hesitating.Big, wall-to-wall pulls are annoying when the tank does not telegraph they are going to do that.
Well Sastasha is one thing. If SE wanted to add walls to it that's fine. It's the first dungeon. But that is no reason for level 90 and level 100 dungeons to be designed as if they are the first dungeon (or to even involve less healing than that).Especially for people who just picked up conjurer, and get blindsided in sastasha with a tank who pulls the entire floor and then runs off.
I could pull a crazy amount in Sastasha but I try to only pull a smaller amount of packs so I don't overwhelm them in their first dungeon, especially if it's a sprout.
The only problem with healers that matters is that they are not fun to play for a lot of people in current game state.
I don't think any arguing or justification is needed beyond this and that alone is enough to warrant a demand for changes.
I did a little WAR in EW here and there were more then a few times in Expert roulette where the healer would die on a boss and it literally made zero difference.
Sometimes the tanks don't even say it silently with their skills, as I noted toward the start of this.
Honestly, those were some of the most humiliating dungeons I've ever been in. To basically be told I'm not needed and have it be proven quite literally true.A tank not doing their job gets noticed, yes.
Meanwhile I've had more than a few dungeons runs where, upon entry, I get told to not heal. First couple times it happened, I just sat there and watched, hoping for the tank to hit the ground. They never did. All I did was follow behind the group doing nothing, and nobody noticed anything out of the ordinary.
What's disheartening to me is that a similar issue was happening with Tanks during Shadowbringers. The role wasn't attractive enough to it's core audience and Square was pushing for 2 Main Tanks and 2 Off Tanks. GNB was also considered the only "DPS Tank" of the bunch. Player dissatisfaction and feedback, along with falling player count in the role quickly alerted SE to the issues with Tank. Within the same expansion, each Tank started receiving changes that made their personal DPS rotation more appealing, and their individuality was returned over several balance patches. Frustrations with threat management were greatly alleviated, and the Main/Off design philosophy was done away with entirely. The turn around for these changes was fairly fast considering GNB was newly introduced at the start of Shadowbringers. Tanks have continued to receive consistent attention with each major balance patch.
Fast forward to the start of Endwalker and the release of SGE. Prior to the expansion, SE had released multiple statements of "taking the time to balance healers before releasing a fourth". This felt like a major flop, since SGE was released as carbon copy of SCH. We also learn that Square is now pushing 2 Shield/2 Pure Healers. They simply repeated the same mistake but didn't care to listen to feedback. What's so confusing to me is that there is a significantly greater amount of negative feedback and player dissatisfaction regarding Healers, and for a much longer period of time. It took half an expansion for the dev team to start fixing the Tank role.
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