A capped number of battle rezzes gives exactly that resource scarcity, just without having to visit a vendor after every use / having to fight against auction-house goblins just to be allowed access to shared party kit...
Moreover, he specified "in raids" in that WoW comparison. There, dungeons are counted all as one fight, sharing the max three charges for the full course (though recharging --at a rate of 1 per 10 minutes-- even while in combat, iirc), while XIV would likewise be able to do whatever they wanted with any distinctions between the two.
There's some serious sampling bias to consider there, though, as anyone likely to use PF in the first place is much less likely to be taking the unnecessary damage or avoidable fatalities despite their own/tank's sustain that would allow healers to actually be a slight boon to clear time. Put what would be the average DF party after removing the typical PF dungeoneers and you might find it little if at all accelerated by going 1-tank-3-dps.
For my part, I just want to see about an eight of the overheal kit pruned in favor of other outputs and 100% offensive-uptime healer damage to be increased about halfway up towards the lowest of DPS consequent to those changes, and more damage done to tanks (such as by removing Tank Mastery and nerfing only the hardest hitting TBs in the game that might otherwise become unsurvivable without external mit).
The first should have happened just to make the solo experience of healers less egregious already, and the second, to make tanking less dull even for tanks.
The trinity is "dead" only when whatever arbitrary division of arbitrary categories is split significantly between optimal and "developer-intended" play. In the same way that a job is "dead" when it isn't even decently competitive in the content it's supposed to be allowed to run, or a game is "dead" when it lacks the player counts necessary to carry the experiences it was built around and would require for it to leverage its potential.
That another role simply has access to a specific capacity (though, roughly a third of all rezzers haven't been healers from the start, tanks have had at least indirect access to both self-healing and external mitigation from the start, and even DPS have had access to self-sustain from the start, so...), though, is not that.
No part of having <a role more focused on increasing raid sustain [i.e., healing, barriers, temporary overhealth, %DR, or anything else that makes you live longer without having to CC or kite] through redirecting attackers' attention to a specific unit and applying sustain to said distracting unit, ideally benefitting their party's offenses through handier positioning> requires that no one else can ever partake in the gameplay of redirecting an enemy('s attacks), applying sustain, or positioning enemies. No part of having <a role with a greater than average part of its kit devoted to dealing damage> requires that others have no gameplay interest or significant agency in their damage-dealing.



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