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  1. #1
    Player
    VanilleFang's Avatar
    Join Date
    Sep 2014
    Posts
    1,655
    Character
    Uriel Valesti
    World
    Zalera
    Main Class
    White Mage Lv 100
    So what I'm seeing is thus: Make healers even easier to play! Or am I missing something here?

    Changing CS will remove something that separates good healers with great healers. The cooldown on activation has already been explained yet its point seems to be lost on people. "Why should I have to take a risk every time, when healing requirements are so low?" Because you are stepping outside your primary role so there has to be something you are losing or risking. It's like a tank who does a lower Enmity but higher DPS/support oriented combo, or a DPS who uses an ability that dies not directly effect their DPS (mantra etc.). They are stepping outside their "primary role" and are sacrificing the thing that helps them in that role more so than the thing they are doing. Damage still helps tanks hold enmity, supporting allies can increase the overall DPS of the party, anf killing things makes healing easier, but they are not the thing their role is "supposed" to focus on. And since healers don't have rotations that need to be strictly followed to maximize their main purpose, they instead have a form of risk they need to deal with and manage.

    Does what I'm saying make sense? Why should a healer be allowed to freely jump between healing and DPS without some form of risk? I'm waiting for someone to give me an actual reason other than "it's unnecessary" because that's purely a matter of opinion and has no impact on game play itself.

    And if we want to instead put the 5 sec cooldown on deactivation? Yeah, healing requirements are not generally high enough to lock us out of dpsing.

    Also, we have abilities that can be used to help prolong CS (bene, regen, asylum, etc.)


    As for the ridiculous idea that healers ahould use MND instead if INT, that is still floating around... So you just want redundancy in the stats? If they were to do this they should just fuse INT and MND because then INT would be useless, as it would effect far fewer spells than MND would. And while they're at it, why not fuse STR and DEX? Or STR and VIT? Or VIT and PIE? Why should I have to decide on what stats I need, if people can't even be bothered to learn to properly use their class?

    And can someone explain to me how making MND an OP stat for healers would help with the gameplay?
    (3)

  2. #2
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,345
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by VanilleFang View Post
    So what I'm seeing is thus: Make healers even easier to play! Or am I missing something here?
    nope, you are missing nothing. making it easier is the whole point of removing cleric and scaling from mind.

    Changing CS will remove something that separates good healers with great healers.
    again that's exactly the reason why they want to make the classes easier, like making enochian and blood of the dragon perma-buffs. removing cleric and scaling damage from mind fits in this changes. this change will not make bad players suddenly good, but the gap between the good and the great will be smaller.

    The cooldown on activation has already been explained yet its point seems to be lost on people. "Why should I have to take a risk every time, when healing requirements are so low?" Because you are stepping outside your primary role so there has to be something you are losing or risking. It's like a tank who does a lower Enmity but higher DPS/support oriented combo, or a DPS who uses an ability that dies not directly effect their DPS (mantra etc.). They are stepping outside their "primary role" and are sacrificing the thing that helps them in that role more so than the thing they are doing. Damage still helps tanks hold enmity, supporting allies can increase the overall DPS of the party, anf killing things makes healing easier, but they are not the thing their role is "supposed" to focus on. And since healers don't have rotations that need to be strictly followed to maximize their main purpose, they instead have a form of risk they need to deal with and manage.
    your example with the tank is bad, because a tank don't lose the ability to tank when he is not in tank stance, but a healer lose the ability to heal in cleric. if a tank loses ALL enmity skills AND his defensive cooldowns outside of tank stance, then the example would be correct. but that's not the case.
    Does what I'm saying make sense? Why should a healer be allowed to freely jump between healing and DPS without some form of risk? I'm waiting for someone to give me an actual reason other than "it's unnecessary" because that's purely a matter of opinion and has no impact on game play itself.
    of course it's a matter of opinion. my opinion: i have social anxiety and it REALLY bothers me when someone dies because of my fault, struggling with cleric again. at the same time i want to push the dps, because nobody should think i am "lazy" or something. at the same i don't like to dps at all. it's a chore i have to do while i play healer, but i really like healing.
    making it easier to switch between dps and healing would really help me.

    however, you don't give any reason other than "it's necessary" too, so your opinion is also just your opinion i guess...

    for the gameplay aspect: weaving in dps skills far more often without that clunky cleric stance would indeed make playing healer much more fluent (and fun). the healer dps of the average player should go up, so they can design fights with healer dps in mind - they have failed to deliever a proper challange for healers anyway.
    (1)
    Last edited by Tint; 04-09-2017 at 01:19 AM.