Page 4 of 10 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 94
  1. #31
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    My take:

    Run of the mill combos for healers are a huge nono in my eyes for a couple of reasons. Firstly, it’ll boil down to a negative mechanic that’s only there to punish when not done right, we’ve just got rid of Cleric, we don’t need another reason for a huge chunk of the playerbase to refuse to DPS as healer. Secondly, it’s sending the wrong message, healing is the most fluid of the 3 roles and combos don’t fit into that ethos. We need something positive to make people more inclined to throw dots/rocks. This isn’t that.

    Your suggestion of better heal/dps synergy is a much better approach, it doesn’t need to be massive. Just a noticable nudge. Imagine if maintaining both Aeros gave you a Lily every 10 seconds, 4 sch dots amped embrace by 15%, or Earthly Star gained a 5% potency boost per enemy hit. None of these things would make or break much of anything. But they are tasty enough, entirely positive and fit well with ‘good play’.
    (13)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #32
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Sebazy View Post
    Your suggestion of better heal/dps synergy is a much better approach, [...]
    Depends on what your goal is: To make DPSing as healer more interesting/engaging, or to get people to do it.

    Heal/DPS synergy primarily addresses rewards for a given gameplay, the gameplay as such doesn't change much unless you make the synergy an integral core aspect of the job/role to the point decisionmaking is defined by it.

    Just looking at the suggestions given by the OP and you, you'd still just keeping Aero 2&3 up and then spam Stone, but you'd get a higher reward for it by not just doing DPS, but also boosting your healing spells in the process. DPSing thus doesn't become more interesting or less boring, because the decisions involved in it are largely the same as before. It simply becomes more rewarding - And perhaps ironically, the reward is even more DPS uptime due to more healing power. This is a solution that aims to get people to do DPS, it doesn't really seek to make DPSing more interesting.

    And I repeat: The condition is that the synergies are minor and not game changers. If you go the route to make them game changers, the above doesn't apply.
    (2)

  3. #33
    Player
    Ayer2015's Avatar
    Join Date
    Feb 2015
    Posts
    1,451
    Character
    Ayer Austen
    World
    Faerie
    Main Class
    Red Mage Lv 90
    I'm not sure synergies between dps and healing are necessarily a good thing, though I do think it could be interesting. The devs would need to take the highest output and factor that into content design, which would then force everyone to adept to the play-style, which in reality would just create more complaining about bad players.

    that said, I think having more dps skill would be a nice addition to healers. putting up DoTs then spamming stone, is not really what I'd call fun.
    (1)

  4. #34
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    My only comment on this, is dont change jobs we "currently" have, to make this a thing, so much as put this into a new healer job. (This logic applies to all jobs)
    Its annoying as heck to fall in love with a job, only for its playstyle to completely change, and then no job offers the same playstyle anymore.

    But there cant be any complaints, if the playstyle ur talking about was added into a new job, as no one is losing their old job.
    (While i hated the old WAR playstyle, this is why I was against the change to WAR, since some people want a complex tank job, and now the closest thing is DRK, but its also quite different.)
    (3)
    CLAIRE PENDRAGON

  5. #35
    Player
    Sida's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    954
    Character
    Sida Bajihri
    World
    Phoenix
    Main Class
    White Mage Lv 100
    I think that all said, instead of inputting these said synergies I to already existing healing classes which many people like as they are, the best bet would be to hope a completely new healer class which is designed around interesting damage play, synergies between healing and damage as well as less pure healing power unless playing on those said synergies. I for one wouldn't want my current class/job ruined because someone wanted it to be what it isn't. But I do recognise some people might be taken to the idea.

    In the meantime, please give us more interesting healing challenges instead.
    (1)
    Last edited by Sida; 02-05-2018 at 11:51 PM.

  6. #36
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Zojha View Post
    Depends on what your goal is: To make DPSing as healer more interesting/engaging, or to get people to do it.
    If the goal is to make healer damage output more engaging, then the people clamoring for that need to be reminded that they're playing the wrong role. If the goal is to get healers that aren't dps'ing to do that, then it's already dead in the water since there's no factoring in why the "pure healers" prefer that playstyle in the first place.

    What should be done is make healer damage output more useful. Giving Stone or Aero spells a chance to grant a Lily or increase the healing of their next Cure 3, Broil or dots having a chance to grant an Aetherflow application, or maybe have Malefic give a stacking buff reducing the cast time of the next healing spell used. Just examples like those that could provide incentives to DPS'ing as a healer with the overall goal of rewarding dealing damage as a healer, but the risk would be in not getting it to the point where those who prefer healing in other games are turned off because they find themselves doing something they don't want to do as healers in this game.

    As for a more complex damage setup on a healer, I think that would require a new healing job altogether.
    (3)

  7. #37
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,167
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I mentioned something similar in another thread, but wouldn't this be impossible to balance?

    If healers done the same damage they do now but with a more complex dps rotation then why add the extra hoops in the first place?
    If they were to do more damage due to rotational complexity, they'd be at risk of being overpowered.

    Furthermore, as I've seen some others say, I don't think this would be very good for existing healers. For starters, all three would have to be completely reworked, which isn't going to happen. A new healer that focuses specifically on dealing damage or heal/damage synergy is interesting (though not to my taste), but would fall into one of the two categories above (either too powerful or too weak).

    I completely understand that dealing damage as a healer can become very uninspiring, especially when you're just pressing the same button over and over and over and over. But in my opinion, adding more complex damage dealing mechanics to healers wouldn't fix it.
    (1)

  8. #38
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Aye, I’m basing my opinion on actual healer DPS remaining as it is when done perfectly, thus a combo system or other complexity would likely result in a net loss when done incorrectly. The odds of SE willingly handing healers more single target DPS are very very low in my eyes.
    (1)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  9. #39
    Player
    akaneakki's Avatar
    Join Date
    Apr 2017
    Posts
    857
    Character
    Liza Sol
    World
    Twintania
    Main Class
    Culinarian Lv 70
    Quote Originally Posted by AphraelAmarantha View Post
    Ugh, please just leave WHM alone. I don't need crazy rotations or synergies or whatnot, its why I play the class because it's simple. I can deal with no "heal needed, stone stone stone, holy, holy, holy" and whatever. Complications will make me drop it in a heartbeat. :/
    WHM might be the simpliest of them all but to excute and perform as a good whm is another thing. And what OP said isn't making things harder really.
    (0)

  10. #40
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    I think that the OP is really on to something here. I would absolutely welcome these changes.
    (0)

Page 4 of 10 FirstFirst ... 2 3 4 5 6 ... LastLast