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  1. #1
    Player
    Cakekizyy's Avatar
    Join Date
    Jun 2016
    Posts
    1,057
    Character
    Cakellene St
    World
    Gungnir
    Main Class
    Samurai Lv 70
    If groups are losing health fast enough to unavoidable damage they would.

    When I say remove telegraphs, I mean remove those attacks and replace with bigger auto attack; not just remove the warning.
    (0)

  2. #2
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Cakekizyy View Post
    If groups are losing health fast enough to unavoidable damage they would.

    When I say remove telegraphs, I mean remove those attacks and replace with bigger auto attack; not just remove the warning.
    I don't think designing encounters to be like T2 enrage will make healing any more engaging than it is now. Even assuming it's tweaked to have actual mechanics and single-target damage going out rather than a stationary object spamming High Voltage, it still wouldn't solve anything because it would be stupidly hard to balance. Too much outgoing AOE healing needed and SCH will get the axe. Constant flip-flops of heavy single-target healing and AOE healing just means the two healers will flip-flop who "gets to" DPS. Both happening simultaneously and frequently would be too severe a drain on resources for a BRD/MCH to handle (maaaaaybe. If tuned right, this could be intriguing, but then that means mechanical diversity in fights might fall by the wayside because people will die if the healers ever have to stop casting to move/for any reason).

    Just so I don't seem like I'm being arbitrarily contrary, here's how I'd do it:

    -nerf healing potencies and CDs across the board, so that both healers have to WORK get to get a group back up from near-death to "safe" levels (this would still allow them to adjust to mechanics and use cooldowns accordingly, they just wouldn't be able to strong-arm HP levels so raid busters would actually require tactics and have some "oomph")
    -nerf healer DPS so it doesn't contribute as much and people don't feel "pressured" to do it (awful tactic IMO, won't solve boredom of healers at all tiers of content, will just make leveling harder and let lazy people win)
    -design encounters with way more incoming damage, but adjust MP costs so that healers can keep up without having to roll 4 BRD/MCH comps (limits mobility severely by requiring healers to always be casting or wipe)

    These are all valid solutions, but I feel like option 1 gives the most encounter design flexibility at the development level, though I know the backlash over a universal nerf would be harsh as HELL. I'd welcome it, to get the joy I feel at playing a more restorative/supporting role back, but I certainly don't expect others to do the same.

    Well, this is pretty tangential to the OP. Sorry for the derail (but kinda not sorry cuz LOL POSTIN IN A TROLL TOPIC)
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    Last edited by loreleidiangelo; 08-04-2016 at 08:11 PM.