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  1. #1
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Awha View Post
    Problem is using a gcd on a heal outside downtime is a fairly uncommon. Healing like aggro is a group effort and that is the issue. If healing remains a group effort those at higher levels of play will have very few active skills to use, if they up the incoming damage to forcibly increase the amount of gcds one uses on healing then they run the risk alienating their playerbase. It will be a balancing act and I personally do not think SE is capable of such an act.
    Specifically the bolded part, Dungeons are the perfect way around this. By incrementally increasing the healing requirements per dungeon you incrementally boost their ability to heal going forward.
    It'd be hard to get the scales to balance properly, but if they did it correctly the result would be more Healers at level cap better able to deal with higher frequencies of damage.

    Ironically, I think its the 'vets' that would struggle more with increased healing requirements. Evidenced by a video I saw from the media tour of an AST in the dungeon. Incoming damage was fairly consistent on the Tank, yet the Paladin was frequently dipping to 20%~ and even died on a small trash pull at one point.
    So I rewatched it and paid attention to the cast bar and sure enough, The Tank was sub 50% hp with 7 mobs beating his face in and the Healer is happily spamming Gravity with no concern for the Tank that was about to kick the bucket.

    Quote Originally Posted by Bright-Flower View Post
    And you also have solo quests and duties where healers need to be able to dps and dot nuke nuke nuke dot is really boring.
    The irony is that Healers have been doing this since 2.0. People like to dress up SCH dps like its something special, but the reality is that it was DoT+DoT+Ruin spam from launch. Whee, such complexity. Dropping AoWs between Heals will add some interactivity on trash packs, IMO.
    WHM was the same. When AST came out, it was also the same. Especially back when they could all use Aero.

    Even right now on live, a WHM gets its first damage skills at 1 and 4 and doesn't get A3 till 58. That's 58 levels of 1 DoT and 1 Nuke. No different to what ShB is giving us.
    SCH isn't much better, getting its 2 DoTs and nuke by level 10 and then simply never getting another rotational damage skill. ED is damage yes, But due to Aetherflow, its basically a short cooldown oGCD not much different to Assize.

    SCH losing its second DoT was a bit surprising, but ultimately won't make a difference in how the SCH plays. You just use Broil where you would have used that Miasma. Healer dps has never been interesting. Not in ARR, HW or SB. Its literally going to be more of the same in ShB.
    I was genuinely surprised to see WHM get a new damage spell. Though Misery seems to their answer to CS and Cards.
    (5)
    Last edited by Sylve; 06-07-2019 at 12:52 AM.

  2. #2
    Player

    Join Date
    Jul 2017
    Posts
    3,327
    Quote Originally Posted by Sylve View Post
    Specifically the bolded part, Dungeons are the perfect way around this. By incrementally increasing the healing requirements per dungeon you incrementally boost their ability to heal going forward.
    It'd be hard to get the scales to balance properly, but if they did it correctly the result would be more Healers at level cap better able to deal with higher frequencies of damage.

    Ironically, I think its the 'vets' that would struggle more with increased healing requirements. Evidenced by a video I saw from the media tour of an AST in the dungeon. Incoming damage was fairly consistent on the Tank, yet the Paladin was frequently dipping to 20%~ and even died on a small trash pull at one point.
    So I rewatched it and paid attention to the cast bar and sure enough, The Tank was sub 50% hp with 7 mobs beating his face in and the Healer is happily spamming Gravity with no concern for the Tank that was about to kick the bucket.
    Sure it is possible it to increase the amount of healing needed across the board, but as I said I simply do not have faith in SE to do so and at best they will up the damage enough to throw people for a loop for a little, but I do not see it being a lasting change with the standard formula SE has shown. IF SE does keep things the way they are then I honestly do think that people that enjoy healing in their current state then I do not think healers will be less common to a degree. Not because the healing output of the healers is gimped, but FFXIV style of healing differs so greatly from other games to a degree the style of play that we have had over the years caters to a more aggressive play style, if that changes then yeah they will alienate existing healers. The question is how many. Personally I wish SE went more into the aggressive healer aspect, but clearly they have a different vision. That is fine, just means that healers will not be for me coming 6.0.

    I wish they upped their dps tool kit, finding a balance between the two aspects has always been fun.
    (2)