


I wouldn't call spamming a braindead rotation fun either. At least with mana management being a thing you'd have to actually pay attention to that. Though 2x/3x is a tad much for my tastes.



Every rotation can be called braindead when you know how to execute it. Old argument is not only old, it's pretty much universal to the genre.
Mana management as a mechanic isn't necessarily a bad thing in and of itself, but you have to tread a very fine line since not being able to use abilities is inherently the opposite of fun. When you have certain powerful abilities with high resource costs that reward you commensurately for skillful application, that's an acceptable risk vs. reward; when your basic Job function itself forces you to become a miser and possibly even to stand around waiting for resource regeneration, then something is wrong with the game design.


I guess it's a good thing I never said spamming a braindead rotation was fun either. Mana management, as he suggested, is pretty much the least exciting thing that could be done. I want to be active, not hope to have enough mana or sit and do nothing to make sure I will have enough when an emergency arises.
Last edited by Aramina; 06-10-2017 at 11:07 PM.



I'd argue that resource management being a thing would make healing a more fun role in this game, as you'd actually have meaningful decisions when you played the role, as opposed to just trying to push more deeps for the evulz. Course, I also find resource management to be incredibly fun. o3o
I kinda wish we had an mp system like in TacticsOgre, where it starts every fight at 0 and steadily fills up as time passes rather than just having everyone at Max at the start. That was actually fun.
Last edited by Thunda_Cat_SMASH; 06-11-2017 at 03:54 AM.
If you want meaningful costs and decisions for when you use healing abilities, the SCH class design revolves around it.I'd argue that resource management being a thing would make healing a more fun role in this game, as you'd actually have meaningful decisions when you played the role, as opposed to just trying to push more deeps for the evulz. Course, I also find resource management to be incredibly fun. o3o
I kinda wish we had an mp system like in TacticsOgre, where it starts every fight at 0 and steadily fills up as time passes rather than just having everyone at Max at the start. That was actually fun.
Also Cleric Stance was a significantly meaningful decision to commit to, which was its own brand of fun. MP limitations are easily the most uninspired throttle they could implement.


To each his/her own. What I find fun is using the right heal on the right person at the right time, which (unfortunately) doesn't really exist here. Resource management wouldn't add anything to it (IMHO) other than make it even more boring. Do I cast a spell or not? Do I have enough mana or not? isn't really a thought provoking scenario. It can be done if there are a variety of heals eg: slow but cheap, fast but expensive, etc... but again, doesn't exist here.I'd argue that resource management being a thing would make healing a more fun role in this game, as you'd actually have meaningful decisions when you played the role, as opposed to just trying to push more deeps for the evulz. Course, I also find resource management to be incredibly fun. o3o
Also, could you leave off the dpslol a little bit, please... it's really not relevant to every conversation. *sigh* It makes it really hard to attempt to have an actual discussion with you when you dismiss everything as people just wanting to/expecting people to dps. DPSing as a healer (for me) is a means to an end (not being bored to tears), nothing more nothing less.
Last edited by Aramina; 06-11-2017 at 04:44 AM.


This. It's using as many of the GCDs you have available in a given fight as efficiently as possible. I don't think anybody who actually cares about DPSing a healer would mind much if they had to heal more, so long as their time was being used efficiently.
Since DPSing is more efficient than standing around picking your nose, that's what we do.


This. It's using as many of the GCDs you have available in a given fight as efficiently as possible. I don't think anybody who actually cares about DPSing a healer would mind much if they had to heal more, so long as their time was being used efficiently.
Since DPSing is more efficient than standing around picking your nose, that's what we do.
Yep. I would do cartwheels if we needed to heal more. Unfortunately we don't, so my options are dps or stand there praying someone will take damage so I will have something to do and as boring as dots/bane/broil/broil/broil etc may be, it's better than nothing at all.
This really nails it, healer dps is a thing because its the only thing to do with the hefty amounts of healing downtime. The closest one to having more to do is AST who does all their card stuff frequently.To each his/her own. What I find fun is using the right heal on the right person at the right time, which (unfortunately) doesn't really exist here. Resource management wouldn't add anything to it (IMHO) other than make it even more boring. Do I cast a spell or not? Do I have enough mana or not? isn't really a thought provoking scenario. It can be done if there are a variety of heals eg: slow but cheap, fast but expensive, etc... but again, doesn't exist here.
Also, could you leave off the dpslol a little bit, please... it's really not relevant to every conversation. *sigh* It makes it really hard to attempt to have an actual discussion with you when you dismiss everything as people just wanting to/expecting people to dps. DPSing as a healer (for me) is a means to an end (not being bored to tears), nothing more nothing less.
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