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  1. #1
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Connor View Post
    Just want to say that in an ideal world we would have true options. A ‘pure’ healer-like Job that focuses on healing, a DPS job that’s a healer, and a buff/debuff bot style healer. That way everyone can play a healing ‘style’ that fits the type of playstyle they’d prefer.
    Small problem with that: Unless the other two healers are LITERALLY unable to put out enough healing to clear, why would anyone bring the job that can only heal and literally do absolutely nothing else?
    (3)

  2. #2
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Urthdigger View Post
    Small problem with that: Unless the other two healers are LITERALLY unable to put out enough healing to clear, why would anyone bring the job that can only heal and literally do absolutely nothing else?
    The playstyle ‘types’ are just for example’s sake than being an actually workable concept. Naturally a healer doing just healing wouldn’t be worth taking over ones that can do support or deal damage, I more mean the concept of ‘standard healer’, ‘DPS heavy healer’, ‘support like healer’, within the context of ffxiv design (they all need a DoT and nuke, basic heal spell and aoe, etc). Basically what they seem to have tried to do with the current three healers. Having 3 different and distinct playstyles makes balancing 3 times more difficult than if they were all similar, which I do get, but I feel like there could be a happy medium between making them feel more unique without creating a significant balance issue. Each healer would still need some kind of ‘damage rotation’ and the like, but they could surely do a bit more to at least make the DPS ‘rotations’ feel less like clones of each other. Even if it’s something simple like WHM does direct damage, Scholar does DoTs, Astrologian has a weaker DoTs but makes up DPS difference in cards. We essentially already have the concept in place, it just hasn’t been executed very well I think.

    What I’m trying to say is that even though healers are limited in how different they can be (for balance sake) I still think they could do more to make them feel a bit more distinct from each other
    (5)
    Last edited by Connor; 08-04-2019 at 11:22 AM.

  3. #3
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Connor View Post
    The playstyle ‘types’ are just for example’s sake than being an actually workable concept. Naturally a healer doing just healing wouldn’t be worth taking over ones that can do support or deal damage, I more mean the concept of ‘standard healer’, ‘DPS heavy healer’, ‘support like healer’, within the context of ffxiv design (they all need a DoT and nuke, basic heal spell and aoe, etc). Basically what they seem to have tried to do with the current three healers. Having 3 different and distinct playstyles makes balancing 3 times more difficult than if they were all similar, which I do get, but I feel like there could be a happy medium between making them feel more unique without creating a significant balance issue. Each healer would still need some kind of ‘damage rotation’ and the like, but they could surely do a bit more to at least make the DPS ‘rotations’ feel less like clones of each other. Even if it’s something simple like WHM does direct damage, Scholar does DoTs, Astrologian has a weaker DoTs but makes up DPS difference in cards. We essentially already have the concept in place, it just hasn’t been executed very well I think.

    What I’m trying to say is that even though healers are limited in how different they can be (for balance sake) I still think they could do more to make them feel a bit more distinct from each other
    Regardless, having something that focuses on healing output as its primary focus is inherently limited. When player skill and gear improves, the healing requirement becomes easier and easier. Consideration must always be given to what a healer does when healing is no longer required. If healing is the primary focus, then even if it's not literally incapable of anything else, it's still by nature less effective than every other healer once that threshold is reached.

    I feel healers should be treated in a similar manner to tanks, where their kit for performing their primary function (healing in this case) is largely similar and fairly simple and easy, with mechanics and differences reserved for their secondary functions.
    (2)

  4. #4
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Urthdigger View Post
    Regardless, having something that focuses on healing output as its primary focus is inherently limited. When player skill and gear improves, the healing requirement becomes easier and easier. Consideration must always be given to what a healer does when healing is no longer required. If healing is the primary focus, then even if it's not literally incapable of anything else, it's still by nature less effective than every other healer once that threshold is reached.

    I feel healers should be treated in a similar manner to tanks, where their kit for performing their primary function (healing in this case) is largely similar and fairly simple and easy, with mechanics and differences reserved for their secondary functions.
    I think you may have misunderstood in the first part. By ‘healing oriented plastyle’ type healer I still mean ‘healing oriented within the context of ffxiv’. For example, a job that’s a middle group between the more damage oriented healer and the supportive one, with direct healing/ damage output instead of DoTs or heal shields etc. It would still have to have a strong DPS rotation like any other job to justify its existence. It’s also worth considering that a ‘DPS through healing’ job could possibly allow a ‘healing oriented’ playstyle without the limitations of being a ‘pure healer’ I’m not suggesting that there should be a healer that ‘just heal’, just one that more direct with their abilities (e.g White Mage). If healer A does good DPS with strong direct healing, healer B does more DPS with DoTs but less direct healing options, and healer C provides party support but at the cost of personal DPS, surely there’s incentive to take each of the three

    The second part is what I’ve been trying to say. Healers need homogenisation but that doesn’t mean they can’t have their own distinct ‘feel’, even if it’s just something like changing up the damage rotations to feel less similar between the three jobs. It’s also an unfortunate inevitability that with three jobs it’s not mathematically feasible for them to be identically balanced unless they’re the same job three times over. Making a gap as small as possible is all they can really do
    (1)
    Last edited by Connor; 08-04-2019 at 08:47 PM.

  5. #5
    Player
    Misutoraru's Avatar
    Join Date
    Aug 2013
    Posts
    947
    Character
    Misutoraru Valkyrie
    World
    Cerberus
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by grinkdaboy View Post
    give me a melee healer
    i am not sure how this work, especially I am already running left and right in Alliance Raid trying to keep everyone HP top

    a healer heal at melee range will fail miserably or have very OP spell

    Quote Originally Posted by Urthdigger View Post
    Regardless, having something that focuses on healing output as its primary focus is inherently limited. When player skill and gear improves, the healing requirement becomes easier and easier. Consideration must always be given to what a healer does when healing is no longer required. If healing is the primary focus, then even if it's not literally incapable of anything else, it's still by nature less effective than every other healer once that threshold is reached.

    I feel healers should be treated in a similar manner to tanks, where their kit for performing their primary function (healing in this case) is largely similar and fairly simple and easy, with mechanics and differences reserved for their secondary functions.
    This is one of the biggest issue we have, the power creep have lose control. We could have tighter il sync, and receiving dmg more frequently, a tune down to our healing potency especially oGCD one would help shifting the fighting trend to more balance of heal and DPS, unlike currently which even a healer can spend more time on DPS than heal
    (2)