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  1. #1
    Player
    Ilenya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,508
    Character
    Aurora Vlondett
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by loreleidiangelo View Post
    No healer changes because "all healers are viable" is a cop-out, and frankly, insanely disappointing. Nobody CARES that all three healers are fairly balanced healing-wise; what people are losing their nuts over is the OTHER stuff they bring to the table like superior MP regen, better global efficiency or sustainable personal DPS/group DPS contribution. Lack of strict healing requirements leading to the immense focus on these other areas is just soul-crushing and I'm supremely disheartened to hear that the devs are taking such a narrow-minded view on healer balance.
    Maybe we'll get lucky and have actual healing-intensive fights again?
    (3)

  2. #2
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Ilenya View Post
    Maybe we'll get lucky and have actual healing-intensive fights again?
    Which will be healing intensive for exactly 4 weeks when everyone has used the most optimal path possible to overgear the requirements for the content and we're back to falling asleep at the wheel....

    I kinda want them to add in scaling difficulties.
    Pick your mechanical difficulty (Normal v Savage/EX etc) and then a literal slider that increases the power of the mobs in the dungeon. Obviously, The drops would scale their ilvls based on the difficulty bonus. For example, if it drops i300 for +0 Savage Raid, then if you do +1 Savage the items would be i310 etc, up to a maximum for that patch stage.

    Be even better if there were minor cosmetic differences per difficulty tier.

    I'd actually also really like it if they looked at the Occultist in Revelation for inspiration on Cleric Stance functionality.
    It has a skill called "Adapt" whereby it flips its Damage Dealing skills to have the exact same effect but healing on allies instead of damage to enemies (IE, skill places a DoT with an AoE damage pop when it expires on enemies, it will Regen and AoE burst a heal at the end for allies).
    The Adapt only has the Global Cooldown, and is quite fun to be juggling the Damage/Healing since the cooldowns don't reset between versions. If you dropped the AoE DoT field, you can't then Adapt and drop it as a Healing field. Makes for some interesting gameplay.
    (0)