They already threw it out. Then Yoshi P basically said, "Healers are fine. If they're not at least that strong, nobody would want to play them." Which is just a damn lie.
Take a look at damage vs healing potencies in the job guides sometime.
They already threw it out. Then Yoshi P basically said, "Healers are fine. If they're not at least that strong, nobody would want to play them." Which is just a damn lie.
Take a look at damage vs healing potencies in the job guides sometime.



I have, in part because I also play DPS in pvp now that it's less hassle (don't need max level and at least passable gear). The problem is the forums are full of hyperbole. It takes exactly 2 DPS to burn down a healer. I know, because I like doing this with a friend in RW. And... that's how the feast works too.
So, let's say SE nerfs healers to the point where a single DPS can use their combo to kill a healer. Since the game is tab target and there's no body blocking... healers now can't survive. Feast queues have already been a long standing issue. What exactly do you think this would do to them?
Of course, all this doesn't rule out changes to soaring. (And, personally, I'd like to see SE give more power to tanks being able to... actually tank so a bit of power could be shifted away from healers, but years and a pvp overhaul later and we still don't have this. So lost cause? No one seems to care much about tanks being more than stunguns...)
Last edited by Risvertasashi; 01-11-2018 at 03:58 AM.

I 100% agree with this. I actually feel like healers are fine but there are a lot of other threads in here that dispute otherwise. The one thing I agree with the forums is how soaring affects healers and overall how soaring works.I have, in part because I also play DPS in pvp now that it's less hassle (don't need max level and at least passable gear). The problem is the forums are full of hyperbole. It takes exactly 2 DPS to burn down a healer. I know, because I like doing this with a friend in RW. And... that's how the feast works too.



Not quite - The Feast works by pitting 2 and a half DPS, i.e. a tank against the healer, at least one of which has extensive CC abilities in order to prevent the healer from using any of their skills. And those 3 need to coordinate their burst and CC into a tight window in order to take the healer down, whereas the healer has no need to coordinate. And even that commonly doesn't suffice, hence medal stacks and culling time are a thing.
I personally have yet to be killed by any less than 3 people while playing healer in RW/Frontlines. And even that usually because I got cocky.
Feast queues are indeed a long standing issue, but the deeper joke is that if roles were balanced, the queues would be miles faster, because you could remove the role lock entirely - Balance means that two things are of equal weight, if you exchange one thing for another thing of equal weight on the scales, then the scales will still be in balance. Go ahead and try it sometime, take a pair of scales, grab 100g tomatoes, 100g cheese, 100g chocolate and 100g meat and then put them in any combination on the scales against each other. You can put 100g of any other object there as well and try to balance "teams" of items that way, too, the result remains the same. Balance means things can be substituted for each other.
The only thing screwing with that principle are synergy effects that make a job have more weight in a group due to more people benefiting/being affected and ironically, the jobs with the highest amount of synergy, i.e. the jobs with the most weight in a group are not the worst jobs 1v1.
Balanced healers aren't meant to survive against DPS that are better than them, nor if they are outnumbered. Balanced healers are only meant to survive if they are as good or better than the DPS and the amount of healers is equal to the amount of DPS. But good luck breaking that through to people.



I would have to disagree somewhat. You only need that full effort if someone on the friendly team is actually helping the healer survive -- stuns, knockbacks, silences etc to interfere with the burst. If the team isn't particularly looking out for the healer... which happens often enough... the full effort of 3 people to take them down isn't really needed. Culling time is mostly a thing with lower ranked players that don't read tooltips and don't use their ability/combo synergies/buffs. Even getting up to silver, the ability for DPS to burst improves dramatically.
I'm sorry but no. This is probably the worst definition of balance that I've ever heard. In no team&role based game is this true. Suggesting that 4 tanks, or 4 dps, or 4 healers should all have the same chance of winning is ridiculous and would be a very shallow game.Feast queues are indeed a long standing issue, but the deeper joke is that if roles were balanced...because you could remove the role lock entirely - Balance means that two things are of equal weight, if you exchange one thing for another thing of equal weight on the scales
But there are games that essentially only have DPS roles, usually shooters, that you can play for this kind of experience if you want it.
Last edited by Risvertasashi; 01-11-2018 at 04:33 AM.
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