For healers, dps and substract points for overhealing. Ez
And yes, more efficient play should be rewarded. Regardless of content. The harder the content the better the reward.

For healers, dps and substract points for overhealing. Ez
And yes, more efficient play should be rewarded. Regardless of content. The harder the content the better the reward.
Last edited by Erys; 06-27-2017 at 02:45 AM.
We don't need anything like that, since the cheese potential is huge and overgearing dungeons makes it only worse.
Good play results in faster clears, less wipes and less pressure on the healers. And that should be enough in itself.
Playing your class right should be a requirement for anything at level cap.
It isn't, and it never will be for anything except high end raid groups.We don't need anything like that, since the cheese potential is huge and overgearing dungeons makes it only worse.
Good play results in faster clears, less wipes and less pressure on the healers. And that should be enough in itself.
Playing your class right should be a requirement for anything at level cap.
........unless you want to wipe all the pugs which will result in a massive drop in subscription numbers and Blizzard's admitted problem of "only developing content for 3% of their sub"
If they can't play their classes right, they very well can rot in a corner until they get better. I have no intention of carrying people on 4.05+.


The effect this (overhealing being a penalty) would have on healers would be tremendous. In a bad way. The last thing this game needs is to encourage people not to heal, or to avoid AOE heals because only two people need HP. No, no, no.
And indexing this off of healer DPS is problematic, too. If your party just likes to stand in stuff, you shouldn't be punished for it. How much I DPS is almost entirely dependent on the rest of the party, and whether the tank is doing massive pulls or not.
I don't know if there is an objective measure that's entirely under the healer's control. If they were to do this, they'd probably have to do something really simple like the number of times party members die (though even that can be beyond the healer's control).

Overhealing should be a penalty because you are wasting mp. Thus not playing right. And I'm not speaking any overheal. I'm talking about 10%+ overheal, which you see A LOT in dungeons.The effect this (overhealing being a penalty) would have on healers would be tremendous. In a bad way. The last thing this game needs is to encourage people not to heal, or to avoid AOE heals because only two people need HP. No, no, no.
And indexing this off of healer DPS is problematic, too. If your party just likes to stand in stuff, you shouldn't be punished for it. How much I DPS is almost entirely dependent on the rest of the party, and whether the tank is doing massive pulls or not.
I don't know if there is an objective measure that's entirely under the healer's control. If they were to do this, they'd probably have to do something really simple like the number of times party members die (though even that can be beyond the healer's control).





I am an experienced healer and while I am no where near the top tier world first people even I go over 10% over heal in dungeons due to regens and prepping for DPS....
Do you play healer? Over healing to get tank full HP and regens helps us DPS.
Tank pulls big...after he stops I Benefic II (no matter how much HP is gone) to make sure he gets full so I have full time to DPS. Largesse Regens on him and maybe even Collective Unconscious to really overdo it. Start AoE DPS. Massive DPS. Profit.
Sure I end up with over heal due to the regens...but uh...I kind of contributed a lot of DPS to help the group.
Over healing penalty means healers will just stop using the regen aspects of their toolkit and that will actually make me end up DPSing less since I cannot keep regens on the tank to heal him while I do damage.
By the way...once we over gear things the regens are going to overheal even worse to where healers will get penalties for even just using them at all. So, sorry your idea is bad unless SE deletes all regen healing effects from the game.
PS. I can overheal without using any MP. Essential Dignity, Earthly Star, Collective Unconscious, and Lady of Crowns all don't use any MP so that seems like a bad reason to make it a penalty.

Yes I played healer in 3.5 because I was bit bored of dragoon in dungeons. And the only overheal I ever did was using shields before pulls which were rather "useless" since they go away quite fast, so I stopped using them.
I just let the tank drop to 75% and then put up the regen and never heal them unless they are 25% or less. In between pulls they would get healed by their natural regen.
/shrug I do me you do you I guess.


That's an oversimplification. There are a lot of reasons to overheal that aren't "wasting mp," a few of which were already mentioned. Here's another: as a White Mage, if a fight is about to end I will almost always toss a Cure II on the tank (or anyone who's lost any HP) just to grab a free Lily while we're still in combat. Yes, technically this is a waste of both healing and MP, but my MP will likely be full before the next fight anyway. Meaning this is purely "playing right." A system that penalizes this would be the only thing wrong about it.

in a good way it'd be nice to see some healers not panic aoe heal so much, admittedly it cant not be done for some dungeons / raids but there are some you just dont even need to aoe heal on.
ninja's dont need to anymore, theres other dps who can do it which is one bonus, only thing ninja's will most likely have to deal with still is doing some heavy combo activity like before stormblood to have the best dps possible
one thing about this idea i would like to point out are those types of players who take advantage of such things. this will cause a lot of players to probably focus on lower leveled dungeons if its giving extra exp.
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