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  1. #1
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
    Main Class
    White Mage Lv 92

    healers balance idea

    SE want to push Homogenisation among all the healers down the throats while deleting parts that are unique for each class and make them pretty much the same in the name of balance.

    so this is an idea to try and keep balance while maintaining our unique game-play intact.

    lets start with the healing part(only the healing part of our kits)

    right now the heals are pretty much balanced:

    almost same amount of single and aoe heals, white mage is still the pure healer(strong heals and regen) , scholar is the shield healer(heals+shields) and astro that can be either.

    now comes the major problem, our pdps and rdps a.k.a our buffs,debuffs and dps

    in the end pdps and rdps are all sum up for numbers and as long as they are in a good place everything will be fine right.(meaning as long as each class make more or less the same ,balance is safe i guess...)

    it is pretty much divide by utility and personal damage and that is the major issue:

    so lets divide it to 2 parts utility and damage skills:

    so in terms of utility we have buffs and debuffs and in damage we have the damage skills and dot skills.

    so in terms of dps utility right now we have Astro divination and scholar chain strategem.(im not including the rest of the cards yet)

    (please try to bear with the idea) so in order to bring balance among all 3,lets make white mage the replacement for scholar or astro.
    he will have his version of their buff and debuff which will be same or even weaker then the others and when he cast one of them it will put the other on cd.

    in terms of utility he will be able to offer the same as them and keeping the balance in utility for the healers.

    now comes our pdps to play with a.k.a our unique game style.

    we have astro cards,scholar pets and dot and we have white mage damage skills.
    so all that SE need is to make adjustments to the numbers and we are pretty much done.

    white mage can have the higher pdps, scholar 2nd and astro 3rd.

    white mage dps could come from a simple rotation and be our version of black mage. scholar can have his numbers come from broil/ruinII, his pets and dots making him more mobile with the expense of a slight dps reduction.
    lastly the astro,where is contributions comes with his cards although he will have the lowest dps of the 3, his regular cards can help with hp and mp contributions and maybe slightly give him a better dps utility then the other 3 as long as it wont overshadow the other 2. (or not and just give him mitigation or speed instead of dps increase to keep it equal but he will have his varied buffs again)

    so to sum up, the idea is if we have balance on our major utilities just like the heals among the jobs all that will be left is our personal dps rotations and that's where the unique traits of each class can be displayed and felt the most.
    we wont have to be 1 dps skill ,1 dot and 1 aoe to generate the same numbers.
    if utility and healing will be well balance, each class can still have its own unique game style and with proper potencies SE can have proper balance.
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    Last edited by CrimsonGunner; 10-02-2019 at 06:47 PM.

  2. #2
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
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    White Mage Lv 92
    i wont try to defend this, its basically just an idea to try and help with the situation.
    ty for reading and even if you didn't like it, i hope it might gave you inspiration.
    (0)
    Last edited by CrimsonGunner; 10-02-2019 at 06:08 PM.

  3. 10-02-2019 06:10 PM
    Reason
    Unnecessary Response

  4. #3
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
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    White Mage Lv 92
    Yushikha ,im not sure what you meant in your respond but il try to answer.
    im the last person who actually want all the healers to be the same, so i thought of something to try and help somehow in the current situation and hope that maybe SE will understand and find a way to keep all healers different while maintaining balance.i am not going to defend this idea cause i am not sure it really is a good one but it might start something among the healer community great minds so i gave it a shot and il try to explain it a bit better:

    if we take what we have right now with the healers in terms of healings we have SCH+WHM combo is the ideal, AST+SCH/WHM is second place, AST+AST is third and SCH+SCH /WHM+WHM are the last in term of party composition.
    however if you take each of the varied compositions for a harder content it wouldn't matter much for the party cause the amount of healings each pair can do , don't have a huge healing gap that could be even considered a problem.(meaning any varied pair will be good to heal for harder content)

    so the idea is if somehow there could be some sort of balance in 1 aspect of dps for raids and harder content that will allow varied combo like there is with healing then there might be a wiggle room to allow more complexity and variety between the different jobs regarding the other aspects .

    the easy thing i could think of for all healers was utility,if SE could apply the logic they used to healing with the raid utility (like WHM is pure healer,SCH is the shielder and AST can fill both) it might create some balance among the jobs for raids and harder content which leaves just pdps and those numbers can easily be set and adjusted with different dps rotations for each class.

    as i said before its the same with healing:
    we have AST the buffer and we have SCH the debuffer and a filler which leaves WHM. so if we take AST divination and SCH chain stratagem and give WHM weaker versions of them, making them share a cd and unable to stack with actual divination and chain stratagem ,it might make all class equals for the harder content in terms of utility.

    thats only leave pdps and it can allow the unique tools each class have to affect our personal dps appropriatly with the exception of AST cards as i said might make ast lower in terms of his own pdps but he could have a slighty higher number for rdps then the rest of us as long as it wont hurt balance so much that it could cause jobs to be excluded.

    again this just me throwing an idea to try and keep the healers diverse while maintaining balance, i won't defend it if people find flaws in it cause even i am not sure.
    but i felt to at least tell it and hope it might stir up SE minds to find a way to keep balance while maintain the healers diverse,unique and especially fun.
    so if any of the great mind of the healers community,have his idea how to do it let it out,.its always better to let your idea to be heard then none at all .
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    Last edited by CrimsonGunner; 10-02-2019 at 10:46 PM.

  5. #4
    Player
    YusiKha's Avatar
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    Character
    Lost Skywatcher
    World
    Odin
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    Sage Lv 90
    I’m not entirely sure what you’re trying to get at here.
    The problem we have is that healers aren’t fun to play, not any difference in their raid buffing ability.
    Only when things are going poorly can we actually use our full kit (including GCDs), so our top level of skill involves boring Glare/Broil/Malefic spam.
    Either encounter design has to change (but that has many drawbacks) or our damaging kit needs to be filled out beyond just level 4.
    (7)

  6. #5
    Player
    Rivinhal's Avatar
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    Character
    Luna Fhey
    World
    Goblin
    Main Class
    Scholar Lv 90
    Quote Originally Posted by YusiKha View Post
    I’m not entirely sure what you’re trying to get at here.
    The problem we have is that healers aren’t fun to play, not any difference in their raid buffing ability.
    Only when things are going poorly can we actually use our full kit (including GCDs), so our top level of skill involves boring Glare/Broil/Malefic spam.
    Either encounter design has to change (but that has many drawbacks) or our damaging kit needs to be filled out beyond just level 4.
    Yeah I'm having trouble understanding as well. What they're describing seems like more homogenization to me, but I could be misunderstanding.
    But I agree with your assessment.
    (0)

  7. #6
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
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    White Mage Lv 92
    the point i was trying to make is our damaging kit could be more then just spamming broil/malefic/glare if there might be balance in utility between the roles.
    by having one job to be filler in utility like astro is in healing (to allow a job to be either a buffer or debuffer at will like astro ) might give balance to the classes revolving the hard content which pushed SE with this entire homogenization process.

    if there will be balance between the jobs in term of utility, it might allow the damaging part in our kits to be unique and varied and be where we see our jobs identities, since you can reach the same personal numbers with 1 skill pressed or with x skills pressed.

    the only exception in this is just AST cards which right now only boost damage but if utility will be balanced, it could allow SE to rework the cards to give varied buffs to AST again.

    in the end, making each job personal damage part of the kit be WHM>SCH>AST with a slight difference between each other and in utility AST>SCH>WHM with slight difference between each other to make any dps difference between us irrelevant.

    hope this made it clearer

    * ,in utility i focused on AST divination and SCH chain stratagem.
    (0)
    Last edited by CrimsonGunner; 10-03-2019 at 05:00 AM.

  8. #7
    Player
    YusiKha's Avatar
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    Lost Skywatcher
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    Odin
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    Sage Lv 90
    Quote Originally Posted by CrimsonGunner View Post
    the point i was trying to make is our damaging kit could be more then just spamming broil/malefic/glare if there might be balance in utility between the roles.
    by having one job to be filler in utility like astro is in healing (to allow a job to be either a buffer or debuffer at will like astro ) might give balance to the classes revolving the hard content which pushed SE with this entire homogenization process.

    if there will be balance between the jobs in term of utility, it might allow the damaging part in our kits to be unique and varied and be where we see our jobs identities, since you can reach the same personal numbers with 1 skill pressed or with x skills pressed.

    the only exception in this is just AST cards which right now only boost damage but if utility will be balanced, it could allow SE to rework the cards to give varied buffs to AST again.

    in the end, making each job personal damage part of the kit WHM>SCH>AST with a slight difference between each other and in utility AST>SCH>WHM with slight difference between each other to make any dps difference between us irrelevant.
    Party buffs don't have a bearing on how simple/complex a job's damage rotation is, they're just another tool to manage which could easily only affect yourself.
    (1)

  9. #8
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
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    White Mage Lv 92
    Quote Originally Posted by YusiKha View Post
    Party buffs don't have a bearing on how simple/complex a job's damage rotation is, they're just another tool to manage which could easily only affect yourself.
    i don't quite understand what you mean.
    i never said they were a reflection or contribute on how simple/complex a job damage rotation is. all i said is they have effect in balance at higher content.

    could you show me the part that made you think i said that party buffs have effect on how simple/complex a job damage rotation is?
    (0)
    Last edited by CrimsonGunner; 10-03-2019 at 05:20 AM.

  10. #9
    Player
    YusiKha's Avatar
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    Lost Skywatcher
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    Odin
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    Sage Lv 90
    Quote Originally Posted by CrimsonGunner View Post
    could you show me the part that made you think i said that party buffs have effect on how simple/complex a job damage rotation is?
    Here:

    Quote Originally Posted by CrimsonGunner View Post
    if there will be balance between the jobs in term of utility, it might allow the damaging part in our kits to be unique and varied
    However, I think you might have been using 'utility' here to describe the healing/mitigating tools, rather than party buffing/boss debuffing that utility colloquialy means.
    (1)

  11. #10
    Player
    CrimsonGunner's Avatar
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    Mike Arklight
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    Twintania
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    White Mage Lv 92
    Quote Originally Posted by YusiKha View Post
    However, I think you might have been using 'utility' here to describe the healing/mitigating tools, rather than party buffing/boss debuffing that utility colloquialy means.
    no i meant exactly that, party buffing and boss debuffing but i guess how it relates might not be understood or gave the expression that i said utility reflects how simple/complex a job rotaion is.

    i hope i will make it better understood this time ^^.

    when i think of balance in the harder content i assume it basically mean dps.

    so for harder content i can think of only 2 dps aspects that are important: personal numbers(damage rotation) and utility(party buffs and debuffs) it have. (again its how i understand it).

    in regards to personal numbers(damage rotation): you can have the same numbers with a simple skill always used or have a complex damage rotation, making it easy to customize a job damage rotation and allowing each of them to have their own unique style to reach those numbers.
    meaning that with proper potencies and cd, each job can reach almost the same dps numbers while having x damage skills, y dots and even have an attacking pet with them. (meaning each job can have a different number of damage skills,different number of dots and 1 job can have an attacking pet with it and still make almost the same damage as the other 2)

    now with utility(buffs and debuffs) is where it hard to balance cause they have much heavier contribution to a party dps.(it doesn't include mitigation)
    they increase party overall dps performance and for raid and harder content, it can make a huge difference between 1 job and the other which could even cause exclusion if they have a wide gap between their contributes.

    so if each job personal damage will be close to one another (again only in numbers) all that is need to maintain balance for hard content is to find a way that there wont make a wide gap between each job in utility.
    so the idea is if the roles will have a filler for party buffing/debuffing boss(like in healing), excluding the AST single buffing cards from party buffing , if we can have a filler for divination and chain stratagem it could create the balance SE was looking for among the healers and stop Homogenisation that it was pushing.

    so the thing that will be left for SE to do is give each job its unique damage rotation and for AST card buffs,they can be varied buffs and also retain the small dps increase buff without upsetting balance , meaning as long as utility can be balanced between the 3, they can make the healers fun and unique to play again without Homogenisation.

    that is as best i think i can explain it, again i might be wrong about it, like i said i am not sure it is even a good idea but i hope that it explained what i was going for .
    (0)
    Last edited by CrimsonGunner; 10-03-2019 at 07:21 AM.