- Ultimates may be being cleared without healers in a tiny % of cases but that % increases as you scale down difficulty and increase life age of the expansion. Ultimates are a tiny % of the game and while balance within them is critical, it means very little when the rest of the massive game feels like nonsense.
- A reaper being able to do some sustain isn't comparable to a WAR soloing a boss down from 30% up to 80% health in a dungeon because the healer went down (and DPS typically follow at some point). DPS typically follow because, depending on party composition, many jobs have limited mitigation and healing that can't reasonably keep them alive aside from one offs or slightly long sequences. That's really how healing (on non healing classes) and mitigation (on non tank classes) should work .
- It isn't about healers being the god of the party. It's about keeping it so that jobs can only survive for a time without them VS being invulnerable. And let me break this down-- this has a practical function. If your party goes down in a dungeon and you are playing with even a decent WAR, they can proceed to waste 20+ mins soloing. That's a problem.
- Once again, as the expansion ages and difficulty goes down, players are increasingly more familiar with encounters and their roles, as well as auotmatically doing more dmaage with the equipment power creep. This is a problem if your particular job is one that is currently disrupting the trinity requirement.
- RE: " it's all expert players" No, it's really not. And even if it was, "it's only broken some of the time" does not change the fact it is broken.


Reply With Quote







