Can we get these to apply the heal to all people it hits at the same time? Why does it have to go though and apply to everyone one at a time?
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Can we get these to apply the heal to all people it hits at the same time? Why does it have to go though and apply to everyone one at a time?
Maybe that'll be one of the things they change when they try to change the way healers work as a whole in the next expansion.
It's very weird that all aoe buffs are applied 1 at a time. I mean it creates an interesting effect but can be dangerous if you need emergency group heals.
Also, while they're at it can they throw in a visible range indicator that everyone can see so they can get into the heal before it goes off.
This really goes for anything with an aoe effect whether it comes from healers or other roles (e.g. Shake it Off, Embolden, Battle Litany etc). Changing the way healers work would probably still have the same result, so the game has a whole would need some major changes on how effects are registered.
I'd rather they extend the range of AoE heals first considering the game does a terrible job of explaining to ranged DPS that there's no good reason to stand on the other side of the room during a boss fight.
Isn’t it range based though. The heal starts from the middle and then spreads out and applies depending on how far the target is. A good example is medica 2
Debuffs are the same way. Like the tether in O12s patch, when only one person dies to Ion Efflux because their debuff was on for an extra couple of ms while everyone else gets to live.
The game shouldn't need to hold your hand that much. It doesn't take a genius to realise that their hp is still low and that they're standing far away, while everyone else much closer to the healer is getting healed. A mere glance at the party ui and the arena gives you this information.
Also extending won't help much. WoW has a much larger range for heals, 40 yards as far as I recall, and you still get players in that game who stay out of range of heals and seem oblivious to it. There's no cure for stupid.
I'm confused as to what is unfair about their ranges? Other then WHM Medica 2 which is 20y, all healers AoE are 15y. I fine 15 to be good myself.
If the range is to be extended on anything it should be the healer LB3 raise. It should be extended to 50y, the same as tank LB3.
I have a one-line macro with a single <se.11> specifically for this reason. I can assure you that, despite being very obvious, it goes ignored more often than not. People that play with the same group every day probably never experience this, however.
They should all be 20y at a minimum, for one. Agree to the latter.
This honestly seems more like a limitation of the servers then anything else.
The fact that there's a hard cap on how many targets an AoE can hit is also kinda goofy (Just standing at max melee range during a packed S rank or NM can be enough to prevent you from taking damage at times).
Yeah I'm assuming it's a server limitation too. I would have thought they could fix some of this by now though. After playing WoW for 12 some years their very fast servers have spoiled me. Their ability to apply buffs/debuffs to everyone instantly PLUS their much lower tick rate is amazing.
Please fix this lol nothing worse then dying from no shields or heals because you were the unfortunate last person to have the effect applied to you before ion efflux kills you.
I tell them to either move in for heals, or I've Rescued them into a group before. If they don't move in or move back out, I'm not responsible for any deaths. You want to be healed? Move into my range. I'm not going to babysit you.
It doesn't help that, if two were to apply at the same time, the damage takes first. Then the shield/heal goes through.
The times in UwU where I've seen Galvanize apply to my corpse....
Reminds me of an Orbonne run I did the other day. Two of the RDMs and a BRD we had as DPS felt the need to constantly kite the bosses all around the arenas. No they could stay near the party or anything, so when group wide aoes hit they got no healing as they weren't in range, it's only when they are nearly dead do they come running like we have a heal cd waiting just for them...
My uninformed guess is that the game engine will only process one action per server tick per player, and this results on AoEs applying their effects one target per tick. If so, changing this may be non-trivial, it may inadvertently break many things.
I thought it was odd how AoE hit everyone consecutively instead of simultaneously. In ffxi it was simultaneous and it was an older game