And you've just proven they don't listen to the US PvP community.
And you've just proven they don't listen to the US PvP community.
Generator is not the end all be all which many people have already proven. Blue has an advantage over the caves where Red has an advantage over generator. Blue if played right will have more CE up faster than Red which is a clearer advantage than generator.
More people are complaining about healers in Astragalos and the impact the soaring buff has on them to which you said there may be "minor changes if any", which clearly states they don't listen.
They already made changes to the cave.
Ah, so healers is the real sore point. Well. Just because SE says 'no' sometimes -- and it really is pretty rare, but they've also done it re: quickchat -- doesn't mean they're not listening. And, soaring changes might still happen. Well, the answer was a cop out enough that healer changes could still happen, just they didn't sound very open to it.
But, personally, I'm happy if SE isn't willing to throw balance out the window because of complaints in one mode.
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.
Holla back when there's some queues, ciaociao.
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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.
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