Without healer player might be able to do MSQ dungeon, but let see how they will do trials and other contents.
Without healer player might be able to do MSQ dungeon, but let see how they will do trials and other contents.
Useless once you're in, still can't queue for a roulette without them, and no we're not "holding anyone hostage" by queueing as a DPS
The two things are entirely compatible, due to DF still 'requiring' one healer to be in the queue to cause a 'pop' for a Duty. It's the healer's presence that is required, not their HPS output. If the healers don't queue as healers, then the DF pops less often. If a player is in a dungeon or raid as a healer, they absolutely should heal, and facilitate completion of the duty. But the point is to just not queue as a healer in the first place, instead by queueing as Tank or DPS the queues would be even longer.
Players would have options to avoid the inconvenience this might cause, be that by using Trusts (but they're slower than players), playing with friends/FC members (which then means someone has to suck up playing on a healer), or playing a healer themselves to take advantage of the fast queues. That's the funny thing about this strike, most strikes deprive someone of a service entirely (eg the trains stop running completely). Here, there's alternatives, but the alternatives suck compared to regular service.
There will always be differences on opinions about what the ideal healer gameplay is. And those can be perfectly valid regardless of what group content those players engage in. Savage and ultimate content doesn't have a monopoly on using heals, I am fairly sure there are far more people using healers in roulette content than there are healers doing savage/ultimate content. Seeing repeated demands to run savage/ultimate content before someone can complain about how WAR tanks are completely invalidating healers in dungeon is probably at least frustrating to many people.There's something so incredibly frustrating about people citing that healers don't need a more engaging DPS rotation because they're healers first and that's what their primary job should be and say that if healers want to heal more, they should play harder content (raids, savages) where parties actively work together to minimize the amount of healing that needs to be done.
So once you've minimized that healing, where exactly does that leave us? Oh, right. Back at square one with our lack of engaging DPS rotation to make up for not needing to heal.
You can't design encounters around requiring healer DPS and then also say that healers should be focusing on healing instead when a) there's very little to nothing to heal and b) the encounters themselves literally want us to DPS, regardless of what Yoshi-P himself may say on the matter (ie that healers don't need to worry about DPSing). If you're going to design encounters around requiring healer DPS, healers should have a more engaging DPS rotation. That's really all there is to it.
And FF encounters can most certainly be designed for far more engaging healing. They aren't designed that way at the moment but that in itself a valid prove that encounters can't be designed in a different way.
Claiming your opinion is "all there is to it" for an ongoing disagreement, is dismissive to the point of being insulting to people with different opinion. I encourage you to think about your own frustration some more, and how you can avoid to being the source of that in other people.
Aren't people mad that Ultimates and such can be cleared without a healer?
I'm sure a trial isn't on the same difficulty scale, so I'm guessing there will be those who can do so.
Yep whenever somebody says we are holding other people "hostage" by "depriving" them of a healer there is such a simple answer to it: just play healer yourself....or playing a healer themselves to take advantage of the fast queues. That's the funny thing about this strike, most strikes deprive someone of a service entirely (eg the trains stop running completely). Here, there's alternatives, but the alternatives suck compared to regular service. Here, there's alternatives, but the alternatives suck compared to regular service.
What is that? You don't want to? Why not? It's not fun to you? By your unwillingness to play one you are, by that logic, depriving the community, of a healer, as well.
So why do you get to make that decision for yourself but when we do the same we are somehow denying the community something, as if touching and liking healer at some point in our lives now somehow binds us to a duty to be of service to the rest of the player base and ensure they have fast queue times.
"I wouldn't play a healer to ease the burden on queue times but if you don't play one you are holding the community hostage" is peak entitlement.
Being a healer is not a part of our DNA.
It is a role we like(d) for fun in a video game and we can move on from it any time, for any amount of time and in any capacity we want.
That's literally just us choosing how to engage in our hobby in the way that is the most fun for us.
Last edited by Loggos; 06-14-2024 at 08:45 AM.
I just want some competent job design along with a mild difficulty curve. Asking for more seems to much right now.
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Frontlines Guide: https://oliguide.carrd.co/
It is compatible. We are not required by the game's MECHANICS or DESIGN for the majority of content, as has been proven time and time again. We are, however, required only by the game's enforcement of the trinity through the duty finder - a feature that facilitates the running of most content. The strikes hits on that second part by enacting the first part. It's quite clever, really.
If it's ok that both the easiest and hardest content can be done absent healers, imo it's time to start doing away with roles and just make every job a jack of all trades.
The question is, are tank mains actually OK with that? I suspect they aren't.
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