It is also very interesting that all the job story lines tell you how the Dev team envisioned it's play style. If you didn't get the notion from the Healer stories that killing things in within your capability then I'm not sure what to say.
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Not to mention that healers have always had some level of offensive abilities in the FF Universe.![]()
The dungeons could use more things that encourage tanks to be...tankier, and healers to...well...heal more within reason. One thing I've always noticed is that auto attack damage from bosses is an absolute joke and incoming tank damage is always spiky rather than consistent.
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I completely agree.
I'd like to see Dungeons get a major buff, so that outgoing damage is substantial.
I'd like to see mechanics that make damage dealers use their utility skills.
I'd like to see healer damage remain roughly the same as it s now
I'd like to see tank damage remain roughly the same (PLD buff)
I'd like to see DPS get a major buff to their damage output
Those last 3 would effectively nerf damage on healers/tanks without actually nerfing them. Personally, I find it ridiculous that when I do an A1S run, the 2nd top DPS in my party is a Warrior who main tanked the entire run. If the DPS are not able to out-damage the warrior, the run shouldn't be clearable.



Also not applicable due to HARM only being effective against Undead but still applying to my previous point of being an offensive spell.
Lol, sorry best I could find. Guess I'll have to go look, dig my NES out of the garage if I still have it, and pop in FF1, start a new game, use harm on ghouls.
Anyway the true intention of the pic was a reference to, and I quote, "..healers have always had some level of offensive abilities...".
Ps- Harm2 was badass, especially utilizing the glitched squares north of the town you get your ship to power level vs. Zombie Minotaurs



Awww sorry. My bad for seeing "Ineffective" and immediately frothing at the mouth. I must admit that my keyboard did not survive my last post. (Now typing from my phone).
Cheers
https://www.youtube.com/watch?v=jVJz-7nMSEs
Last edited by Judge_Xero; 01-08-2016 at 09:20 AM.
If you could have prevented a problem and chose not to, then the consequences of that problem are at least partially on you. It may be on others as well, if they also could have prevented the problem, but that doesn't take away your own part of the situation, and it's the healer's effectiveness that's under discussion in this thread. The most effective healer is the one who can keep everyone up even when everything goes south, not the one who can generally keep everyone up, but only so long as nothing goes wrong.I will do that if necessary, although I CERTAINLY don't expect to and I will ABSOLUTELY tell the tank that it was their fault if they attempt to use your reasoning and blame it on me. It's not automatically the healer's fault if someone dies/there's a wipe. There are four people on a team, sometimes other people screw up. Why does the healer have to take the fall?
Expecting it would be a stretch, but knowing there's a possibility it could happen and so preparing for it, doing whatever you can to prevent it from causing a problem, would certainly help to increase the chances for a successful run.
Whether that fact translates into meaning that you *should* babysit them depends on how important that effectiveness is to you. A lot of the content in this game is simple enough that you don't really need to be at your best all the time. So if you like the excitement of a more aggressive and dangerous playstyle instead, you can usually get along just fine with that. As long as the rest of your team is ok with it, there's nothing wrong with choosing excitement over effectiveness. (I play that way myself sometimes.) Just don't go around pretending it makes you a better player.
Last edited by Niwashi; 01-09-2016 at 06:39 AM.
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