


It’s balanced though. They can all complete the content so realistically what difference does it make if they’re ‘fun’?
That’s kind of point I’m trying to make. Devs have made it abundantly clear we cannot have it both ways. And since ‘imbalances’ are anathema to them, the septic design of all jobs is in their view an absolute requirement for said balance.
So either they continue designing jobs around raids and they stay the exact same they always are, or they start thinking about literally anything else besides ‘Will it be 100% competitive in every raid at as close to a 1:1 rate with other jobs as possible’ (which I’m pretty sure they haven’t even achieved ironically)


The difference is that tanking casual content is fun but healing it is not.It’s balanced though. They can all complete the content so realistically what difference does it make if they’re ‘fun’?
That’s kind of point I’m trying to make. Devs have made it abundantly clear we cannot have it both ways. And since ‘imbalances’ are anathema to them, the septic design of all jobs is in their view an absolute requirement for said balance.
So either they continue designing jobs around raids and they stay the exact same they always are, or they start thinking about literally anything else besides ‘Will it be 100% competitive in every raid at as close to a 1:1 rate with other jobs as possible’ (which I’m pretty sure they haven’t even achieved ironically)



That seems a little subjective to me, but even if everyone felt that it doesn’t disprove the fact that ‘fun’ isn’t a requirement for ‘balance’. If they found out the things that made tanks ‘fun’ in normal content infringed upon raid content balance I genuinely think they’d remove it without a second thought.
Thus, by their logic there is no reasonable grounds to increase healer dps options because that might affect them healing in ultimates. Even if it means they don’t get to be fun for the rest of the game because they have a skill set entirely disproportionate to that content.
Last edited by Connor; 07-17-2024 at 11:34 PM.


Indeed it is subjective and in those cases all you can do is look at majority opinion among the playerbase. Right now, it seems that the majority opinion is that healing isn't particularly fun or engaging. I don't see anyone complaining that playing a WAR in casual content isn't fun and the other tanks aren't struggling.That seems a little subjective to me, but even if everyone felt that it doesn’t disprove the fact that ‘fun’ isn’t a requirement for ‘balance’. If they found out the things that made tanks ‘fun’ in normal content infringed upon raid content balance I genuinely think they’d remove it without a second thought.
Thus, by their logic there is no reasonable grounds to increase healer dps options because that might affect them healing in ultimates. Even if it means they don’t get to be fun for the rest of the game because they have a lot that’s entirely disproportionate to that content
Giving healers slightly more involved damage rotations would certainly make healing ultimate slightly harder, but for the people who are playing at that level, I imagine that would generally be seen as a positive.



The reason for changing Primal Ruination reminds me of the removal of WAR's cone AOEs.
They literally want it to be the paste eating job.
ITT: People coming to the realisation that WAR is the main character and everyone else are just quirky sidekicks.




They tried that for the MSQ as well, and it didn't go down very well in the reviews.
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