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  1. #31
    Player Catmato's Avatar
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    Mar 2011
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    Catmato
    World
    Leviathan
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    BST Lv 99
    Quote Originally Posted by detlef View Post
    I think the issue is that DDs can play exactly the same and go balls to the wall whereas support and healing jobs have to drastically alter their playstyle in order to reliably complete the damage-related tasks. Basically, you don't get credit (beyond the initial non-repeatable completion) for doing your job.
    Ah, you're right. I wasn't looking at it from that angle. It seems like it'd be hard to make balanced RoE healing objectives. Anybody can go into Abyssea and hit for 500+ per swing, but won't get 500+ on anything but WSs doing Delve. However, a cure4 heals for (about) the same amount, no matter where you are.
    (1)

  2. #32
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    In Delve you have so many Haste buffs and almost all DDs(SAM is an exception admittedly) are using high amounts of multi-hit WSs, which kinda balances it out all the same.
    (0)

  3. #33
    Player Catmato's Avatar
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    Catmato
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    Leviathan
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    BST Lv 99
    So what would you consider appropriate for a healing objective? Match it to the DDs with 200/200 heals for 500+ HP? More or less HP? More or fewer objectives?
    (0)

  4. #34
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    I would probably go with a 100 Heals for 800+ in all honesty, 700~800+ is easy enough to hit on all healing jobs and with most support jobs given proper gearing, it assumes Cure IV+ which will eat up someones MP unless they are a WHM legitimately curing someone in need of it or the person is getting a good amount of refresh to keep them up there at 88 MP a cast, and so on. I also vaguely remember SE saying something about adding other damage amounts for objectives as well for lower levels, though I can not seem to find the post, if that is the plan then they could also have objectives for other amounts, for instance, 100/250/500/1000 Damage and 150/400/800/1500 for Cures, or something similar to that.

    The only problem I see with making healing objectives is in the fact it is hard for most support jobs without native cures to break 800, and making a higher end objective like 1500 for instance would be massively in favor of WHM and somewhat SCH, unlike in the case of melee jobs where literally any WS at 99+ is likely to be capable of breaking 500 no matter your job.
    (0)

  5. #35
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by detlef View Post
    I think the issue is that DDs can play exactly the same and go balls to the wall whereas support and healing jobs have to drastically alter their playstyle in order to reliably complete the damage-related tasks. Basically, you don't get credit (beyond the initial non-repeatable completion) for doing your job.
    I wouldn't say drastically... could just /sch and throw out T1 nukes when you have time.
    (0)

  6. #36
    Player dasva's Avatar
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    Jul 2012
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    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Demonjustin View Post
    I would probably go with a 100 Heals for 800+ in all honesty, 700~800+ is easy enough to hit on all healing jobs and with most support jobs given proper gearing, it assumes Cure IV+ which will eat up someones MP unless they are a WHM legitimately curing someone in need of it or the person is getting a good amount of refresh to keep them up there at 88 MP a cast, and so on. I also vaguely remember SE saying something about adding other damage amounts for objectives as well for lower levels, though I can not seem to find the post, if that is the plan then they could also have objectives for other amounts, for instance, 100/250/500/1000 Damage and 150/400/800/1500 for Cures, or something similar to that.

    The only problem I see with making healing objectives is in the fact it is hard for most support jobs without native cures to break 800, and making a higher end objective like 1500 for instance would be massively in favor of WHM and somewhat SCH, unlike in the case of melee jobs where literally any WS at 99+ is likely to be capable of breaking 500 no matter your job.
    Another problem is still the exploit problems. Not to mention while you'd made things a little more even while doing normal stuff you've favored the healer now when trying to farm. I think they'd have to add only main pt members and no npcs count for it at the very least. And maybe make self cures not count? Would be hard to deal with cure cheats
    (0)

  7. #37
    Player detlef's Avatar
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    Mar 2011
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    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    Quote Originally Posted by dasva View Post
    Another problem is still the exploit problems. Not to mention while you'd made things a little more even while doing normal stuff you've favored the healer now when trying to farm. I think they'd have to add only main pt members and no npcs count for it at the very least. And maybe make self cures not count? Would be hard to deal with cure cheats
    I don't really care if it gets exploited. In the end it's just sparks.

    I mean, did you care when you got free XP/bayld from afking in colonization reives?
    (3)

  8. #38
    Player Catmato's Avatar
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    Catmato
    World
    Leviathan
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    BST Lv 99
    Quote Originally Posted by dasva View Post
    Another problem is still the exploit problems. Not to mention while you'd made things a little more even while doing normal stuff you've favored the healer now when trying to farm. I think they'd have to add only main pt members and no npcs count for it at the very least. And maybe make self cures not count? Would be hard to deal with cure cheats
    It'd be tough to get more sparks/hr than going into abyssea on a 1hander and doing the 500+ damage. I don't think exploiting cures would be a problem.
    (2)

  9. #39
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    Quote Originally Posted by dasva View Post
    Another problem is still the exploit problems. Not to mention while you'd made things a little more even while doing normal stuff you've favored the healer now when trying to farm. I think they'd have to add only main pt members and no npcs count for it at the very least. And maybe make self cures not count? Would be hard to deal with cure cheats
    Please explain how this could be exploited, you would have to some how deal yourself enough damage to keep healing yourself for that much, thats the reason I don't see it being exploited, unlike a DD who go beats everything in the face in Abyssea for that much every hit or can WS on anything in the game and get multiple points. A mage would need someone who is missing HP in order to cure them for that amount, so in order to exploit it you would have to be losing your HP somehow, and then you would have to also have a nice amount of Refresh to keep your MP up still since you would need it to cure.

    All of this is why I suggested putting the amount of the cure higher, while also making the amount of overall casts lower.
    (1)

  10. #40
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    Quote Originally Posted by Demonjustin View Post
    Please explain how this could be exploited, you would have to some how deal yourself enough damage to keep healing yourself for that much, thats the reason I don't see it being exploited, unlike a DD who go beats everything in the face in Abyssea for that much every hit or can WS on anything in the game and get multiple points. A mage would need someone who is missing HP in order to cure them for that amount, so in order to exploit it you would have to be losing your HP somehow, and then you would have to also have a nice amount of Refresh to keep your MP up still since you would need it to cure.

    All of this is why I suggested putting the amount of the cure higher, while also making the amount of overall casts lower.
    You don't have to be dealt damage to cure you just equip full Aquarian, then change it out and cure for 400~. Pretty sure you can probably even get over 800 with a proper gearswap, and/or converts as well.

    Or with 2box, you can supertank 3-4 mobs while you afkcure with the whm stacking up massive sparks.

    Anything magical is extremely easy to exploit.
    (1)

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