

This. If Healers are meeting heal checks and everyone is doing their job, for what reason should we restrict Healers when they’re already at the bottom rung of DPS(bar WHM in some cases because selfish DPS)? We need more reason to play healer, not less.Either the healers were out of resources or bad. You also need to take into account if the dps and tanks were contributing their mitigation/healing cooldowns to the cause.
But implementing a system like you suggested would be like giving a bonus to tanks if they are top aggro. Additional rewards aren’t necessary for doing your job, killing the boss is enough.
i confused, why making healer can heal without droping their dps make them want to play healer less!? unless people prefer mindless glare... which i know some like
「t's more worthwhile than standing around with our fingers up our noses」when there's NOBODY need heal then yeah DPS-ing is the best... but some healer DPS-ing more and i do mean more than thatHave you not played WHM because this is literally WHM.
Reducing our potencies isn't going to stop us from DPSing. What on earth makes you think that would do *anything*? Our DPS output could be reduced to 3.x levels and we'd still be advocating for DPS contribution because it's more worthwhile than standing around with our fingers up our noses. I play videogames with other people to actively contribute to the group effort, not so I can watch them do everything for me and occasionally lift a finger when I'm actually needed.
Bad players are going to be bad players no matter what tools they have access to. Blaming it on the evil boogeyman that is DPS skills is dumb.
I play WMH only on extreme level and the problem is the balance, its's still higher to just glare than healing, they need to make healing can end up in higher damage to make this work, which is not atm
PS. i'm not saying this toward healer who manage to keep their party alive i'm saying this because there's many (or my bad luck) healer cant't keep their party alive in savage especially...
as said ... it's not the game's flaws that kills players. It's players. and this could happen even if healers had no dps kit


Because as Shadowbringers has showed us, giving us more tools to heal with does not make it fun when there's so little damage going out. If i can top everyone up with one indom what am i supposed to do while i wait for the next big hit? Twiddle my thumbs? Dance? The issue is healers can either Heal or DPS. There is no third engaging thing we could be doing.


Yes and? Bad players are bad players no matter the tools they have available. Strip them of all DPS tools and they would still probably fail to heal you. Because they are bad players. Not because they have access to the forbidden DPS arts.i confused, why making healer can heal without droping their dps make them want to play healer less!? unless people prefer mindless glare... which i know some like
「t's more worthwhile than standing around with our fingers up our noses」when there's NOBODY need heal then yeah DPS-ing is the best... but some healer DPS-ing more and i do mean more than that
I play WMH only on extreme level and the problem is the balance, its's still higher to just glare than healing, they need to make healing can end up in higher damage to make this work, which is not atm
PS. i'm not saying this toward healer who manage to keep their party alive i'm saying this because there's many (or my bad luck) healer cant't keep their party alive in savage especially...
A lot of people do *actually* want the developers to create interaction between healing tools and their dps tools. The only class that has it right now is WHM. It is very likely to remain this way, because it's what WHM's identity is now. But there is no way for them to make healing more worthwhile than DPSing. Healing has an upper limit. DPS does not. They can potentially increase the healing burden, but they're not going to do that. They haven't done it since ARR launched. Unlikely to start doing so now. People already struggle to heal damage output as it stands.
I really liked the healer phase in Orbornne where the entire alliance's health is bleeding out. Took me by surprise. Would like to see more of that.


yes. that and more tank busters with esunable vulnerability stacks like rofocale and cid. I like the concept of it, it just annoys me that we can ignore the vulnerability because the tank will live thought it anyway. I find it more engaging to force both healers do something different to prevent the tank from being wrecked than having tank busters hit both tanks.

Although I main WHM for this patch and find the lilies passable, I don't want every job to become WHM. There's already indication of tank players being dissatisfied of having DRK and WAR inching closer and closer mechanically and loss of identity. I argue that we don't need further homogenization between healers either.1. Make it so that healer have a gauge that can only be accumulated by healing and raise (don't count overheal), that can be used to dish out a BIG Dps
I'd rather not get two slaps across the face in the form of reduced DPS contribution in parties as well as reduced solo efficiency. It's already a tremendous pain in the ass to play solo content on a healer because we have one or two actions to kill enemies with and the enemies sure aren't killing us through the avalanche of healing and mitigation tools in our kit. So instead we're stuck doing our best impression of that spoon murder.2. Decrease the normal Dps spell potency (Glare/Broil/Etc)
If SQEX want healers to spend their time healing, then put us in scenarios were it's more important to heal than to DPS.
The issue is multi-layered, consisting of healers having very strong GCD and oGCD actions to restore health for both single and multi-target scenarios, incoming damage mostly being in the form of occasional spike damage, a very small amount of healing-related mechanics, and only a small amount of healer-unique responsibilites/encounter interactions.


I recently finished levelling AST via Alliance/trial/raid roulettes and fates. It made me realise how doing absolutely anything in the overworld as a healer is currently pure distilled tedium. WHM I had quests and story and dungeons to keep me occupied. SCH I had people constantly wanting to run dungeons so I didn't have to touch overworld content. Doing AST with little payoff besides FATE completion where you have to solo them most of the time? Woo boy. Awful. Never again.I'd rather not get two slaps across the face in the form of reduced DPS contribution in parties as well as reduced solo efficiency. It's already a tremendous pain in the ass to play solo content on a healer because we have one or two actions to kill enemies with and the enemies sure aren't killing us through the avalanche of healing and mitigation tools in our kit.
Last edited by IttyBitty; 09-20-2019 at 05:21 AM.
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