Or they just need to run out of mana if they spam Cure/etc.Doesn't work when there are 4-5 healers cross healing each other. When you focus one down the others are able to heal them uninterrupted and this game doesn't really have any truly long duration CC or lockouts to deal with it. I'm all for limiting healers to one healer per party though, I think that's a good idea. Again, focusing healers doesn't work when there are several of them together, your only choice is either a slow tedious death or a stalemate.
MCH/BRD/PLD
ITT: People complaining that they can't 1v1 a healer in a 24v24 PvP mode where teaming up is the key to complete the objectives... objectives which don't even include killing players.
Sigh... some people just dont get it. Its always been hard to 1v1 a healer, even before SE overhauled pvp to make it easier. Before, tanks existed to protect healers with respectable damage and aoe CC abilities, 1-2 dps could directly contribute to the flow of a battle through their focusing targets and proper cc management, and healers could survive zergs if the team properly protected them.
Now, Healers heal, tank more damage than tanks and dps. Tanks are only useful for pulling single enemies into your team so they can be focused or heavying fleeing ppl. Their survivability and dps is greatly reduced as compared to before. Dps requires at least 3-4 of them focusing to be relevant and ranged is in every way superior to melee. You really dont think thats worth discussing bc a map mode has objectives alongside the pvp element?
Last edited by Chronons; 12-01-2017 at 06:06 AM.
I agree. I would cut the Soaring buff down by half, so it maxes out at 10% damage increase and -10% damage taken, and remove the healing potency bonus altogether. Since people seem unwilling to accept a direct nerf to healers, I feel this Soaring buff adjustment would be a good compromise.No, we don't want that at all. There's already a bit too little "versus Player" in PvP.
Healers aren't quite the issue as much as the Soaring buff, though I will say a healers ability to heal through damage was offset by dealing very little themselves before. Right now, even before Soaring, a healer is basically a DPS that can sustain itself through a skirmish, at least until they run out of MP. Restoration tanks, basically.
The Soaring buff, which they don't have to directly get themselves is where the scales get tipped. Less damage taken, more dealt, and more healed, up to 20% becomes pretty absurd pretty fast. That might be the starting point for adjustments.
Also, a personal gripe of mine, but healers shouldn't be able to heal mammets. I feel like mammets should fall under the same rules as the bigger mechs, so no healing allowed.
It's more a content design flaw than it is a raw role balancing issue IMHO.
My old Resto/Elem hybrid Vanilla WoW Shaman was hilariously overpowered at some stages of the game (And I'm sure there are ex rogues etc here who can attest to the misery that was trying to kill a Shaman wearing Invuln. Mail/Green Whelp and loaded up with NDBs and Tubers, you simply weren't going to win, ever). Yet if you took 3 groups of 'me' and put them in Arathi Basin, we wouldn't be able to win because we'd never manage to actually take anything beyond the first objective.
1 healer vs 1 dps should be a stalemate, that's a fair balance. But the content should most certainly not 'reward' a group stacking healers above all else, that's just poor design.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Not going to lie holding the generator with a group of healers is entertaining.
No, it's not worth it at all. Arguing over how fast a healer should die in a mode where the main features (Core, Towers, Machinas) are absolutly irrelevent when it comes to healing, is worthless.
Besides, people who say that a healer can resist being attacked by 6 DPS without dying are out of their mind and/or are doing it -very- wrong. If only one of these DPS would instead play a PLD, that healer would be dead in the blink of an eye. In fact, a single team of 1 tank, 1 healer, 1 DPS, 1 Cruise Chaser can completly obliterate any unprotected wandering healer.
But people are just bad. And they get triggered by not being able to go lonewolf on a 24v24 mode, or when they don't properly sync with any other player and just mindlessly zerg.
I kid you not, I once played as a SCH and was attacked by 7 other players right under my active tower. They sayed focused on me for a good 45 seconds, trying to kill me in a highly defensive position instead of going for the tower or the mammets. Their rotation was awful, and they had almost zero CC management. There was absolutly nothing I could do to protect my tower at that time, but no, they stayed on me probably thinking that I was their main priority for some reason, when the game mode itself made it very clear that killing a lonely healer is absolutly worthless.
So when people come arguing about how these terrible players should be able to 1v1 a healer because their zerg rush tactic doesn't work (and probably because they aren't capable of doing anything else)... No. Just no.
It's really a "git gud" situation.
Last edited by Fyce; 12-01-2017 at 09:24 AM.
Since you bring up World of Warcraft:
I played WoW at Glad level(Rogue) -> an Arms Warrior could easily kill your healer solo with all damage cooldowns/procs activated and "NO TRINKET" available on your healer. And not only Arms War, but some others classes too. (Lich King/Cataclysm, not sure how it's now in Legion)
If you ignore your healer, he will die sooner or later from 1 good DPS class on him. (top-tier healer Vs. top-tier DPS)
There's a reason why some people played Arms + double healer in 3v3 previously and got something like 2800 rating.
p.s. Blizzard balanced the game around 3v3.
Speaking of balance, i never saw a healer going OOM(out of mana) in FF XIV, is that even possible? This is pretty poor/stupid design too.
In WoW mana management was an important part of PvP, sometimes you need to get out from the battle and drink "water" to regen mana or use some innate abilities (i.e. from Druid) to restore it.
Last edited by Zeonsilt; 12-01-2017 at 06:13 PM.
MCH/BRD/PLD
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