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  1. #1
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by RiyahArp View Post
    You'd wind up making healers dps less, and use more globals for healing.
    Aren’t healers supposed to be using more globals on healing abilities? Wouldn’t a change that called for healers to actually have to use more globals to heal be a good thing? I’m all for healer DPS, but healing in this game is extremely trivial. There are so many fights were you don’t even have to use HoTs like Medica II or Aspected Helios or Whispering Dawn because the non-HoT providing equivalents (Medica/Cure III, Helios, or Indom) do most of the healing for you.
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  2. #2
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by HyoMinPark View Post
    Aren’t healers supposed to be using more globals on healing abilities? Wouldn’t a change that called for healers to actually have to use more globals to heal be a good thing? I’m all for healer DPS, but healing in this game is extremely trivial. There are so many fights were you don’t even have to use HoTs like Medica II or Aspected Helios or Whispering Dawn because the non-HoT providing equivalents (Medica/Cure III, Helios, or Indom) do most of the healing for you.
    Well, we kind of have this with red mage, and red make healing can't really get people to full health from raise without maybe 4 GCDs. That means if they raise and the hit that comes after is large enough, we can't really save them, nor can we really do much if the tank forgets a cooldown and loses 75% health instead of 50%. You get some hard limits to how much you can react since you spend more GCDs/time to do specific levels of healing, and you have less spare GCDS to convert to emergency heals from DPS. That means anyone who screws up is going to be on the floor longer and be more vulnerable when they get up, and be unable to deal with mechanics.

    You'd not make healing harder. You'd make DPSing a lot harder and they'd be able to wipe the raid much easier.
    (0)
    Last edited by RiyahArp; 03-07-2018 at 04:17 PM.

  3. #3
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by RiyahArp View Post
    Well, we kind of have this with red mage, and red make healing can't really get people to full health from raise without maybe 4 GCDs. That means if they raise and the hit that comes after is large enough, we can't really save them, nor can we really do much if the tank forgets a cooldown and loses 75% health instead of 50%.
    Most other trinity game healers have a variety of heals for this. When things are going well, you use your MP efficient heals. When stuff like that happens, you burn MP and use your high HPS ones to recover. Do that too many times, and you run out of MP. And yes, if you wipe because of that, your group wasn't doing the mechanics correctly so you probably earned it.

    XIV's problem is that this stuff doesn't exist. Virtually all heals have the same cast time (either one GCD, or instant, Medica II and a hardcast Raise might be the only exceptions). MP efficiency doesn't matter because MP management is so easy that it's irrelevant, time efficiency is the only consideration. Burst healing is so powerful that you can recover any amount of health loss except "all of it" in seconds, and then you're back to flinging rocks. That is what results in needing vuln up, one shots, and enrages to challenge a group. You *can't* challenge them by trying to run the healers out of MP by simply making avoidable damage hurt a lot, which is an encounter design other games can do.

    You get some hard limits to how much you can react since you spend more GCDs/time to do specific levels of healing, and you have less spare GCDS to convert to emergency heals from DPS. That means anyone who screws up is going to be on the floor longer and be more vulnerable when they get up, and be unable to deal with mechanics.
    I spend more than half my GCDs DPSing. We are nowhere near close to the point where that's an issue.

    You'd not make healing harder. You'd make DPSing a lot harder and they'd be able to wipe the raid much easier.
    You've got it backwards. Having fewer one shot mechanics and making it harder for healers to constantly recover big damage taken is making DPS easier, because you can now eat a mechanic without dying. You can't do it three times in a row, but you can recover it at the expense of healer time and MP. It's making healing harder but requiring healers to use more time and MP recovering from those mistakes.
    (3)
    Survivor of Housing Savage 2018.
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