Except there currently is one party member who’s the point of failure-> it’s the tankParadoxically, it will not happen, unless they 360 on their design approach. With their current vision, all normal content will not have any single point of failure.
They have some fear of doing anything other than 3D no-scope dance/chessboard mechanics. However, Tender Valley has one trash pack with ticking damage. That must have been a "radical" design decision.
In Tender Valley on a perfect run as WAR I had more healing than WHM and the WHM had no hard-cast heals. When something goes wrong then the healer gets 2x tank healing if not more. All because as you mention - 90% of damage taken is in spikes from avoidable mechanics. They won't change existing content, it will be hard to move upcoming instances to be different but you never know. Depends on whether they are interested in feedback and take the correct one instead of dropping the issue with some healer-lock mechanic in the next savage. Still, if we get a more WoW-like design with constant damage we end up with the same problem - they don't want a single point of failure in normal content so the damage will be low enough to handle by non-healersMaybe a new variant/criterion dungeon? That isn't obnoxious 3D chess mechanics, it has actual rewards, DF...?
Allegedly 8.0 is about jobs. Curious how much of this is true and what it will imply to their design decisions. AST is closer to WoW Mistweaver aggressive reactive healer than WHM and AST got a rework recently. Will they make healers more aggressive for more aggressive content? The bigger the change the more content will have to be altered and more work on actual design and balancing.
The entire party falls apart when the tank is garbage and can’t do their job, why is that allowed but healers have to be made irrelevant to avoid this
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
What I always found weird is tank mastery is a trait at level 1 for tanks but healers get nothing but main and mend which they share with casters. I don't know if this has a great effect on the numbers but at least from a role standpoint I find it odd there's no extra percentage based healing increase exclusive to healers.
I guess because a bad healer is more obvious? 95% of bad tanks just get carried by their healers.
> Healers are a point of failure in the party and that causes friction amongst players.
SE: "Let's give more healing to DPS jobs, and let's also make tanks immortal (not you, DRK) for good measure!"
> Immortal tank wasting everyone's time by soloing a boss for 15 minutes and causing friction within the party as people are telling the tank to stop wasting time and wipe.
SE: "Eh, working as intended."
Tbf, neither role should have either of those traits. In practice, Tank Mastery just means that all non-tanks take 25% more damage from attacks meant to be tanked, while concern for levels 1-30 potency balance is so far gone that any value the devs could find had in using percent multipliers instead of potency bumps to upgrade healer/caster/ranger* skills over that level span just bloats damage calculations for no benefit.
So we've got a "can't dispense with this role" trait on the role already least able to be fully dispensed with... and we've got a role with hidden damage nerfs with zero in-game hints at that nerf's existence beyond stat-to-actual-output analysis, a role that deals the actual potency stated, a role that does 20% more effect than per potencies stated, and two roles that do 30% more output than per potencies stated for... what purpose exactly?
In my opinion, if you don't want any «point of failure» in your game, you simply don't put any defensive roles in it.
Period.
Tanks and healers are by nature «defensive roles».
They exist for the sole reason to keep the party alive.
So it's supposed to be NORMAL that the team collapses if one of them fall.
But I guess a good majority of players simply can't stand to depend on others (especially if others = random people who may be bad)
So here we are : devs made tanks invincible, healers irrelevant, and they balanced the game around the use of bots («trusts»).
Greeeeat...
I guess I can go back to play better solo rpgs then.
If you don't want any points of failure, don't allow humans to play your game. Lmao.
it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.
Not really. If the tank is bad/new he won't pull wall to wall and do nothing and if needed will be told to just take it slower. Not to mention dungeons are made how they are made and it's not that easy to one-shot a tank if it can happen the boss for example is stationary and won't be that annoying to others while the tank gets a rez. In 8-man there are 2 tanks.
And if for whatever reason tank is taking excess damage due to for example lack of gear then if the healer isn't bad it still will be fine. You need a really bad tank and healer for a dungeon group to fail/struggle.
It's their design, it works, and has some flaws, but still checks out. There won't be any sudden changes, at best we can "hope" they put some time and effort into 8.0 in ~2 years. And if not pray return for 9.0...
Your comment basically amounts toNot really. If the tank is bad/new he won't pull wall to wall and do nothing and if needed will be told to just take it slower. Not to mention dungeons are made how they are made and it's not that easy to one-shot a tank if it can happen the boss for example is stationary and won't be that annoying to others while the tank gets a rez. In 8-man there are 2 tanks.
And if for whatever reason tank is taking excess damage due to for example lack of gear then if the healer isn't bad it still will be fine. You need a really bad tank and healer for a dungeon group to fail/struggle.
It's their design, it works, and has some flaws, but still checks out. There won't be any sudden changes, at best we can "hope" they put some time and effort into 8.0 in ~2 years. And if not pray return for 9.0...
“The tank isn’t a point of failure because the tank has to be pretty bad to be a point of failure and if the tank is bad they can go slower to mitigate this”
Which doesn’t refute my point at all, if anything you acknowledge it you just don’t see it as a problem even though the same arguments can be applied to the healer
what you want to hear? That the game is functional and have been for many expansions? It's not WoW and probably never will be when it comes to trinity design and actual challenging endgame. It also won't be Monster Hunter World "healers" either.Your comment basically amounts to
“The tank isn’t a point of failure because the tank has to be pretty bad to be a point of failure and if the tank is bad they can go slower to mitigate this”
Which doesn’t refute my point at all, if anything you acknowledge it you just don’t see it as a problem even though the same arguments can be applied to the healer
Dawntrail got worse MSQ and now people are starting to see more cracks in the template yet SE can coast on the template for few expansions at minimum with little effort while pushing most of the profits into other mismanaged projects of the company. If you want to force a change - go play a game you like. If people quit they will be forced to make changes. Complaining on forums will not redress your salt so pray make the best choice and go have fun. Shadowlands happened, they nearly lost the game and had to kick few people, start actually listening to their customers.
Any post on the forums is usually pointless as a "feedback" as they have everyone sub money and if healers are busy arguing how very specific comp for savage can clear it without healers or perfect dungeon run requires barely any healing is the biggest problem then they already won as they can divide and conquer with minimal effort. If they loose 50% of their revenue from subs for patch 7.1-7.55 that's something they will have to act upon, as investors will want answers, management will want answers and heads will roll just like in Blizzard.
And the OG #healerstrike was about making healers fun to play, not to make the game healer competitive directly. Healers can be fun even in current "chill" version of the game.
Last edited by sharknado; 08-24-2024 at 08:36 PM.
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