This is largely down to fight design than job design. Not enough incoming damage means that both tanks and healers aren't able to perform their role, so why bring the extra defence and healing when there's nothing to defend against and heal? Healers had more healing to do back in HW and SB when we had more damage buttons than they do now, and because we have less healing to do now, what do we fill that time with? More DPS. If you want healers to feel more like healers, it doesn't matter if they have 2 or 20 DPS skills, enough incoming damage will make them heal, whether they have 2 healing buttons or 20. Likewise with tanks and tanking; the loss of aggro management, even if good parties largely made circle-shirking easy to do, is what made tanks into blue DPS.
Fights like Barbariccia I think are something of a gold standard we could look towards for this; small streams of constant incoming damage (even if the fight itself doesn't actually do a lot of damage) gives a constant sense of danger that just doing a large raidwide doesn't achieve. Square may be insistent on DDR fights, but they shouldn't forget mandatory damage moments like heal checks, mitigation checks, etc. Those are just as much part of the dance of combat as moving out of the orange circles. Unfortunately most of their heal checks are really just mitigation checks, so I'm not even sure if they know how to consistently design them.
Different games have different expectations. FFXI has subjobing, so a WHM could very well just use Black Magic if they wanted. Not to mention a larger amount of buffs to upkeep, debuffs to think about, and party composition as a whole is more important in XI than here. The principle however remains the same; when your primary job is done, you need to fill that time with something, and in this game, that typically means DPS. I wouldn't mind if Square decided on buff upkeep, crowd control, etc. but it has to be something that is always available when the primary role is fulfilled.
I can take it or leave it when it comes to party size; more than 4 would be nice, but that's what full party content is for anyway.
That I can kinda agree with, but even the smaller team of HW and SB were able to achieve great things. I think it has more to do with their current design philosophy rather than team size, but I can agree that Square should bring in some extra talent, not only to ease workloads, but also to provide fresh outside perspectives.



Reply With Quote




