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  1. #31
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by EaMett View Post
    The issue with healer is that some stuff takes quite a while to kill and it's a lot of time spent spamming one button. Especially some solos are just absolutely horrid.
    Yes this one I agree with, there is definitely a very noticeable gap between the time it takes to kill something as the different roles. But this isn't an "I need more buttons" issue. This is a numbers issue.

    But at the same time we have to remember that we are healers. Our kit is intended for support, so this is where our strengths lie. It would be nice to have a damage increase but the line between a balanced buff and making healers an op solo role can be very thin.

    I'm personally okay with solo questing how it is. The combat isn't super engaging most of the time but it doesn't bother me because the story keeps me interested, the music is wonderful and the zones look amazing.
    (0)

  2. #32
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    766
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Rogue Lv 81
    Quote Originally Posted by Penthea View Post
    When I quest as a dps nothing stays alive long enough for me to feel like the act of dpsing is engaging.

    Do I find it more engaging than questing as a healer? Not really because in both cases I can just auto pilot in combat. For me it's the story and the solo duties that make questing engaging. Not the combat in normal solo quests when I have to kill 5 things or whatever.
    I see what you mean but I disagree. Healer dps just doesn't feel engaging in general, like on a dummy for example. It's the same animation and same button over and over again. It feels monotone. Even if healer would get a 1-2-3 combo instead of 1 button, which doesn't really add any complexity, it would feel more engaging, heck even if just the animation would change after each dps it would imo feel more engaging even though you're still doing same "rotation". With dps/tank jobs there is first of all variety of dps animations and you also have to to be on lookout for your cooldowns/dots/procs, and kind of feels good when you gotta kill 1 mob and you can pop all your dps cooldowns for burst.
    (0)

  3. #33
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SamRF View Post
    I see what you mean but I disagree. Healer dps just doesn't feel engaging in general, like on a dummy for example. It's the same animation and same button over and over again. It feels monotone.
    Which is how healing on smn and rdm feels. Even if they had the mana to sustain doing it for a long time, it would be super boring. I don't expect healing on those classes to be interesting, much like how I don't expect dpsing on a healer to be interesting.

    However I do note the difference that the opportunity for healers to dps does arise all the time, unlike healing as a rdm or smn. I am merely pointing out how things look when you flip the argument on to dps classes with healing built in.

    Quote Originally Posted by SamRF View Post
    Even if healer would get a 1-2-3 combo instead of 1 button, which doesn't really add any complexity, it would feel more engaging,
    This would only work if casting support abilities wouldn't break the combo, and if the period in which you have time to finish the combo is fairly long to allow for periods of time when the healer must heal a lot, otherwise it would feel punishing to play your main role and that is not a good thing. If all this was the case I would welcome something like your suggestion.

    Quote Originally Posted by SamRF View Post
    With dps/tank jobs there is first of all variety of dps animations and you also have to to be on lookout for your cooldowns/dots/procs, and kind of feels good when you gotta kill 1 mob and you can pop all your dps cooldowns for burst.
    I feel that to go as far as giving healers major dps cds for personal burst similar to the other roles would be going into the realms of becoming a hybrid. Which would be OP. It would be fun, but I don't see it happening
    (0)

  4. #34
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    766
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Rogue Lv 81
    Quote Originally Posted by Penthea View Post
    Which is how healing on smn and rdm feels. Even if they had the mana to sustain doing it for a long time, it would be super boring. I don't expect healing on those classes to be interesting, much like how I don't expect dpsing on a healer to be interesting.

    However I do note the difference that the opportunity for healers to dps does arise all the time, unlike healing as a rdm or smn. I am merely pointing out how things look when you flip the argument on to dps classes with healing built in.



    This would only work if casting support abilities wouldn't break the combo, and if the period in which you have time to finish the combo is fairly long to allow for periods of time when the healer must heal a lot, otherwise it would feel punishing to play your main role and that is not a good thing. If all this was the case I would welcome something like your suggestion.



    I feel that to go as far as giving healers major dps cds for personal burst similar to the other roles would be going into the realms of becoming a hybrid. Which would be OP. It would be fun, but I don't see it happening
    No those were arguments against saying that all roles are equally unengaging in solo combat, I wasn't at all arguing for healers to have all that.

    Which is also why I wanted all healers to have a corresonding job so you can use another role in solo content and switch back to healer for instances. Now I do personally wish healers had a more complex dps rotation, but didn't make arguments for that in this thread.

    Edit: upon rereading your reply, could be that you're just giving your thoughts on what I posted instead of countering them, my apologies if that was the case and you can ignore this reply then.
    (0)
    Last edited by SamRF; 02-09-2020 at 03:48 AM.

  5. #35
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SamRF View Post
    No those were arguments against saying that all roles are equally unengaging in solo combat, I wasn't at all arguing for healers to have all that.

    Which is also why I wanted all healers to have a corresonding job so you can use another role in solo content and switch back to healer for instances. Now I do personally wish healers had a more complex dps rotation, but didn't make arguments for that in this thread.

    Edit: upon rereading your reply, could be that you're just giving your thoughts on what I posted instead of countering them, my apologies if that was the case and you can ignore this reply then.
    Yes I was only giving my thoughts, not really presenting an argument as such. Don't worry about it
    (1)

  6. #36
    Player
    Keddera_StormMoon's Avatar
    Join Date
    Oct 2018
    Posts
    312
    Character
    Tifka Stormmoon
    World
    Siren
    Main Class
    Scholar Lv 90
    Quote Originally Posted by dinnertime View Post
    You decided to keep both jobs geared and learn both jobs simultaneously, when you can do only one of them instead, and struggled from it. That's entirely your doing, it's not the class design's fault.
    More like I wanted to main SUM, but the DPS cues sucked and I realized the game needed healers.

    You're welcome.
    (1)

  7. #37
    Player
    Haxaan's Avatar
    Join Date
    Nov 2012
    Location
    Gridania - Uldah
    Posts
    393
    Character
    Haxaan Shivar
    World
    Hyperion
    Main Class
    Astrologian Lv 90
    I low key still wonder what the game would be like now if they had continued down the split class/job road. I think this could have opened up a lot of possibilities for jobs we don't have. White Mage and Geomancer, Summoner and Scholar, Astrologian and Time Mage, Warrior and Berserker, Bard and Ranger, Machinist and Medic/Chemist, Black Mage and Necromancer. If done correctly we could see similar themes with different sides from every job. I think it would have been a really interesting idea to expand on, however I know it will never happen, and probably for good reason. Though, I can't help but wonder what could have been.
    (2)

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