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Originally Posted by
Granyala
Thank god!
Nothing feels more frustrating than a healing design like WoW, where you spend your majority casting weak ass heals that barely manage to move the HP bar. >.<
From my healing main friend:
"Nothing feels more frustrating than a healing design like FF14, where you spend your majority casting DPS spells that barely do anything >.<."
Just sayin...
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Originally Posted by
RiyahArp
You guys really don;t sit down and actually think what stuff like this may mean in practice. It's easy to say "healing potency is too much" but you need to sit down and actually post some kind of rough model people can agree or disagree with; not just say something needs to happen and not define a plan.
I've done it, countless times for this and many other MMOs. I envision:
A model where incoming damage and healer potency is lower, but comes much quicker and in more various forms to create a steady MP drain (i.e. FINITE resource, currently it is near infinite). You'd have more frequent damage to tanks, less predictable damage (i.e. on who and when) to throw wrenches in triage. To compensate for this healer toolkits would have spells that handle different functions with differing utility/efficiency tied to it. I.e. faster cast heals with higher MP drain for emergency healing, heals with more range, less cost, but maybe slower speed or less power, etc.
The idea would be that as damage ramps up (be it from mechanics, failed mechanics, avoidable damage, unavoidable damage, etc.) healer decisions would be less binary and more dynamic. Ideally, I'd like to see some defensive utility added to non-healer jobs to supplement this paradigm. This also allows vuln stacks to be more impactful, as well as other mechanics that impact party stability. This means that a healer can't easily delete mistakes, but allows mistakes to be more dynamic and less pass/fail.
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like one particular mode of mmo playing is the "builder." A healer would do a small, low potency cure to build resources to spend on higher potency cures or attacks. Essentially instead of hitting the aetherflow button, you need to cast a 2k potency physick for maybe 30 sec to a minute to proc your stacks, then you have your spike cures or burst cures for upcoming attacks. But building modes of play are kind of sedate and slow, really.
Except, you gave one mere example, and it's an awfully slow and boring one. You can have a builder/spender style of gameplay that happens in a much more rapid pace as well offering choices in spenders and builders to add to the gameplay form.
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Then go play WoW, because trying to make that happen here would break the game.
Don't be so petty and dismissive...
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You are asking for a nerf to every healing class, forcing them to spend a lot more effort to do their basic job-healing, with no benefit. I mean literally no benefit to them; reducing one hits isn't going to help any if my healing now needs a pretty strict rotation, and a slower wipe is a wipe just the same.
Yes, I am asking healers to heal, so they aren't mistakenly called green DPS. While YOU personally may not see a benefit, there is a benefit to making healing more engaging with actual choice and consequences. There is a benefit to de-homogenizing some of the current healing jobs and carving out more defined playstyles.
I don't know where you got this concept of "strict healing rotation". I haven't seen this mentioned anywhere, and isn't something anyone is advocating for as best I can tell.
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I mean, ffs, the game works fine as is. The only issue with healing potency is in pvp. People need to stop suggesting changes that would break the game for no real defined goal.
Just because something is fine, doesn't mean it's good. It doesn't mean it can't be better, or shouldn't be improved.
The defined goal would be to switch healers away from a paradigm where they cast boring one dimensional DPS spells 80% of the time to one where dynamic healing decisions and consequences are available.
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Originally Posted by
Granyala
But to be perfectly frank: I prefer the concept of strong heals and quickly moving health bars over the concept of slowly regging people back up after a hit. I' rather have more ups and downs in rapid succession than one big hit and spending the next 20 seconds trying to recoup.
There is no right or wrong here, these are 2 different design philosophies.
I mean, we can still have powerful heals if we want (though I don't), but we'd still need to change other things to shift away from a DPS-centric paradigm. As Riyah mentioned, less access to powerful heals (a la builder/spender concept), or perhaps a drive away from efficiency (i.e. powerful heals have drawbacks, be it range, MP cost, cast time, etc.), etc.
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Naah lets face it: in this MMO and in pretty much any I have played: it's always the healer that is burdened by "content difficulty" because if sth. goes wrong, we are the only ones that might be able to compensate for it.
Not entirely true, but I will concede that most often this is accurate. In high Mythic+ early keys, we found that a lot of difficulty was around coordinating CC, interrupts, DPS cooldowns, as well as rotating defensive cooldowns on every party member to bypass mitigation checks. In situations where healing was simply a matter of kill or be killed, we would try and do things to make it easier for the healer to do what they needed too (because if they had to move for a mechanic it could end up killing someone while they turret healed) I.e. running stacks to the healer, using BoP on them to give them time to focus on others or bypass a mechanic, etc.
One thing I've been advocating quite a bit for is shifting that responsibility off the healers and onto the whole party. Making tanks more responsible for their well being and threat, DPS have actual challenges/hurdles other than a 12 minute enrage timer, and healers having to actually triage the party.
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Originally Posted by
KisaiTenshi
More to the point though, the AI in the game is not smart enough actually see the healer casting something and try to interrupt it.
One of the things I am looking forward to is trying out the new Island Expedition AI in BfA. They have the ability to line of sight casters, stun the front line and go for healers/ranged, as well as interrupt, etc. They've even claimed that their original iteration was simply too hard and they had to tone it down. Really curious how it pans out, as if it's any good, I'd LOVE to see it make its way into the already phenomenal Mythic+ system.
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Originally Posted by
Yeol
Try running content minimum item level, and see how healing and damage received will go.
I have and it's still trivial. It's why in nearly every single MMO DPS always get geared first, because defense is almost always secondary to offense because by nature the game has to give you enough defense to be able to survive.