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  1. #11
    Player
    Genz's Avatar
    Join Date
    Mar 2011
    Posts
    1,038
    Character
    Genz Kawakami
    World
    Louisoix
    Main Class
    White Mage Lv 100
    I agree with the observations but I would go the other way for adjustments.

    The root problem is that healers are far too powerful, which means the only way, for the devs, to make players lose, is to use mechanics that healers can't act upon (= one-shot and vulnerability debuff). Encounters are designed with healers seen as a problem to circumvent.

    Thus I would suggest to reduce healing potency, mana regen and enemy damage. Also add more diversity in healers toolkit.

    It would also increase the leeway for the battle designers : boss fights all behave the same and are boringly slow since it relies mainly on one-shot to make players lose. Lower damage would allow faster-paced fights.

    (as an aside : fights with constant ko/raise/ko/raise/etc. don't look epic at all, like a bad parody of a DBZ fight...)

    -

    On the other hand, I wouldn't be surprised if 6.0 healers and tanks actually become green and blue dps. These jobs would get full-fledged dps rotation (and buffs skills for Ast for example), less cure abilities, and some mechanic like "higher auto-regen for each healer alive in the party" because what we're currently doing isn't very different than the auto-regen in a FPS game.
    And that would be their excuse to finally add a 4th hea... green dps.
    (0)
    Last edited by Genz; 03-25-2020 at 01:25 AM.