
Not me. The development team.
Looking at where the game's heading, I won't be surprised if they resolve to take such measures.
Last edited by Inputnamehere; 03-08-2025 at 02:29 PM.
The difficulty of this fight was the result of many people normalizing the use of third party tools to solve mechanics in TOP, thinking they were entitled to clear every fight.


*Cries in Warrior Unga Boongas*
Never forget your one true friend.




Exactly this all boils down to a design issue generated from the loss of agro as a mechanic
With no agro tanks functionally don’t have any job mechanics. Tankbusters are the only mechanic that exists that forces them to engage with their mitigation toolkit
Because of this loss of tank agro tanks have basically been given as compensation healer mechanics which pushes healers to the side because tanks are bulkier and do more damage than healers
The design of the game needs to engage with tank design so tank design doesn’t encroach on healer design which will fix both roles
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
It's not entirely just aggro management, it's also the loss of any kind of control over the boss.
Good boss positioning was a skill to master for every fight, since it could make both dealing damage and dodging mechanics easier for the rest of your party.
Technically boss positioning still exists, but it's vestigal at best. It mattered in exactly two fights in the current raid tier, for a single mechanic per fight...and one of those is debatable.
people act like having a 3rd shield heal that does nothing but spamming massive shields on a dps that would otherwise be 1 shot by every hit, makes tanks useless
(because of a clear that required 8 people which played on austistic level with tons of luck/good patterns, while they could never ever pull it off themselfes in their lifes)
the fight is good as it is :shrug:
Last edited by ServerCollaps; 03-08-2025 at 03:34 PM.




Spreadlo is only about 1200 potency even when you boost it which is like 100-150k HP. A non spreadlo adlo is like 500 potency the tankbusters that actually hurt do about 700k and autos should hit straight through adlo. The third SCH isn’t the problem here
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
you can complain about it, once "no tank clears" become meta and every 2nd group is able to pull it off




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
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