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  1. #1
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    A healer thats heals are dependent on its dps? Very possible, but the system and attitude of how the trinity is "supposed" to be would have to change in my opinion- More importantly how tanks were dealt with in 3.2. Sure! more attack power meant more mitigation! More self healing! "More better" tanking, with "more better" tank enmity generation! anyway like i said before i think it would be fun to play, a cool concept, but i think it would get nerfed so hard it was unplayable, till something changes in the meta. Very possible yes, unlikely atm
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ADVSS View Post
    A healer thats heals are dependent on its dps? Very possible, but the system and attitude of how the trinity is "supposed" to be would have to change in my opinion- More importantly how tanks were dealt with in 3.2. Sure! more attack power meant more mitigation! More self healing! "More better" tanking, with "more better" tank enmity generation! anyway like i said before i think it would be fun to play, a cool concept, but i think it would get nerfed so hard it was unplayable, till something changes in the meta. Very possible yes, unlikely atm
    The main thing, I imagine, would be leveling out the potential for combined average, or simultaneous, intensity of healing and dps. At present, uptime in either healing or damage-dealing costs uptime in the opposite. Periodic effects can smooth that out to some extent, by offering multiple filler casts' worth of potency in a single GCD, but in the end even a Regen is a lost Stone III and vice versa. For a damages-to-heal type of healer to be balanced without being niched into positions of guaranteed slots and abandonment, it would need to be able to have trade-offs between damage-to-healing effectiveness, buffing the conversion rate or number of targets or radius or split bonus, etc., versus the actual damage done.

    In other words, you can't have just one answer for every situation (minimal setup to allow healing, and then just dps, dps, dps, and dps).

    For it to be balanced by niche without being excluded or bound, you would indeed need to adjust the meta, which in turn requires adjusting a huge number of fights or broadening design on future ones to its advantages a viable but non-guaranteed place.
    (1)