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  1. #1
    Player
    IttyBitty's Avatar
    Join Date
    Nov 2015
    Posts
    299
    Character
    Kasumi Shirinami
    World
    Mateus
    Main Class
    White Mage Lv 90
    There is never going to be more "healing stuff" to do without a major overhaul of battle content and class design across the board. Some people struggle to heal what we have right now, and it doesn't matter much whether the cause is lack of skill or lack of gear or a combination thereof (largely through not caring because the game doesn't push you anywhere near insistently enough to learn your role or care about your gear when levelling). It's not as though increasing the healing burden would actually make healing more "fun" or "engaging" because healing is just as one-dimensional as healer DPSing is.

    SE needs to lean into the game design they have constructed, because right now, neither the healing side nor the DPS side of healer kits are very compelling. As it currently stands, the gameplay flow for healers largely revolves around ~6 skills in their kit, with 2 of them being massively over represented in overall casts.

    Quote Originally Posted by TwiibieTwuu View Post
    It's called an incentive. Something for people to work towards. Something to reward them for doing end game content as a healer. Tanks get two mounts each. Why can't healers? Would people still do the level 80 roulette if it didn't reward a tomestone bonus?
    If you want to incentivise healers, make them engaging to play first.
    (4)
    Last edited by IttyBitty; 09-11-2019 at 02:24 AM.

  2. #2
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,638
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by IttyBitty View Post
    There is never going to be more "healing stuff" to do without a major overhaul of battle content and class design across the board.
    There is still plenty of headroom to add more incoming damage in the current design.
    SE just needs to move away from burst healing to sustained healing (and adjust the classes mana accordingly, because right now healers can't push sustained AoE heals for very long).

    I give you that it wouldn't necessarily make the healing game more interesting though. A slightly more elaborate DPS rotation would probably be more fun in the long run because high sustained healing output can be extremely stressful, esp if one missed GCD can result in a death. That was the design of WoW back in Sunwell (Burning Crusade) and Blizzard moved away from that because it was too intense / ended up not being fun for the healers.

    I'm not asking for some convoluted and difficult DPS rotation (we couldn't keep that up anyway) but a wee bit more complexity than massaging the glare button until it breaks in our downtime would be fun.
    Quote Originally Posted by Billythepancake View Post
    WHM wasn't great in SB imo, yeah.
    ShB basically replaced Stone with Glare.
    You mostly massaged one button in SB too.
    (2)

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