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  1. #71
    Player
    Billythepancake's Avatar
    Join Date
    Jul 2019
    Location
    Limsa
    Posts
    777
    Character
    Evelynn Outreguerlain
    World
    Diabolos
    Main Class
    Scholar Lv 80
    I'm much more in favor of the game just embracing green DPS instead of trying to fight it and fail miserable. Both the classes and the game itself are not built to have healers heal even 50% of the time. You'd be stretching it at 20%. I'd rather then find ways to make the times where you aren't healing more interesting than to go and redesign the entire game and the classes.
    (6)

  2. #72
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by Liam_Harper View Post
    If they take way more damage, we won't consider Cure because Cure II is much higher potency per GcD. Spamming little heals on a tank taking huge chunks of damage means a dead tank. You see this in dungeons when inexperienced healers try to Cure spam a tank on big pulls.
    Cure isn't even a terrible ability, it gives you a weave window, good potency per MP and a decent proc. We just don't need GcD ST heals.

    Another thing I haven't seen mentioned much, more than oGcD's, is how op AoE healing is. A Medica II in terms of potency is like casting Cure II on the entire party for a fraction more mana than a single cast, never mind buffing it up with Temp or Plenary on top. Raidwides, several people making mistakes, even aoe markers should be some threat, but 2 healers can have the entire party from 20% to full in 1-2 GcD's and are back to spamming their one dps button. If I had to target something in the toolkit, I'd look there first.
    But you also can't heal effectively if you are out of MP, right? You wouldn't spam Cure I but you'll throw some in there just for conserving MP. Could be wrong tho but that seems to make most sense to me.
    (0)

  3. #73
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by Billythepancake View Post
    I'm much more in favor of the game just embracing green DPS instead of trying to fight it and fail miserable. Both the classes and the game itself are not built to have healers heal even 50% of the time. You'd be stretching it at 20%. I'd rather then find ways to make the times where you aren't healing more interesting than to go and redesign the entire game and the classes.
    I'd prefer this as well. Give healers a proper and more engaging dps rotation. Doesn't have to be anything complex, just something more than spamming 1 button and keeping up 1 DoT.
    (4)

  4. #74
    Player
    SturmChurro's Avatar
    Join Date
    Feb 2017
    Location
    Gridania
    Posts
    7,073
    Character
    Sturm Churro
    World
    Marilith
    Main Class
    White Mage Lv 100
    Quote Originally Posted by SamRF View Post
    I'd prefer this as well. Give healers a proper and more engaging dps rotation. Doesn't have to be anything complex, just something more than spamming 1 button and keeping up 1 DoT.
    Why bother? Most healers don't even use the DPS skills they have right now.
    (1)
    WHM | RDM | DNC

  5. #75
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by SturmChurro View Post
    Why bother? Most healers don't even use the DPS skills they have right now.
    I wouldn't say "most". At least in my data center, I definitely see more than half the healers dps. It's only fair imo for players who get most competent at the role that they have something more engaging to do when there are no healing needs. Adding more complex dps rotation is an easy way to do this since it increases potential engagement in all combat content in this game (solo content as well) no matter the situation.
    (1)

  6. #76
    Player
    Volkaj's Avatar
    Join Date
    Oct 2018
    Posts
    81
    Character
    Volkaj Jukres
    World
    Faerie
    Main Class
    Scholar Lv 80
    Quote Originally Posted by SturmChurro View Post
    Why bother? Most healers don't even use the DPS skills they have right now.
    Why bother giving tanks defensive cooldowns? Most tanks don't use them anyway. /s

    Why bother giving DPS self-buffs/combos/party buffs? Most DPS don't use them anyway. /s

    Lowering the skill ceiling "because most healers are bad anyway" will just make good healers quit to more interesting jobs, or to other games with better healing gameplay.
    (6)

  7. #77
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Billythepancake View Post
    I'm much more in favor of the game just embracing green DPS instead of trying to fight it and fail miserable. Both the classes and the game itself are not built to have healers heal even 50% of the time. You'd be stretching it at 20%. I'd rather then find ways to make the times where you aren't healing more interesting than to go and redesign the entire game and the classes.
    Same.
    In my recent Ruby ex runs on SCH I had spent a whooping 3 GCDs on non-dps spells. Two being raise, one being Succor that wasn't even intended or neccessary. Just fat-fingered.
    The other GCDs were spent on Broil, Ruin II and Biolysis.
    And it's not any different in dungeons or savage. The amount of hardcasted heals is somewhere in the single-digit area with lots of them being deployed Adlos during transitions in savage.
    Once you get comfortable with a healer you usually only spent 5-10% or less of your time actively healing while the rest is done as a sideline activity while dpsing.

    I think it's too late to fundamentally change the encounter design to force healers to spent more time healing. If they were able to change encounter and class design in a way that makes more time spent actively healing interesting and engaging I'd love it. But as it is, it's probably best to simply raise the skill ceiling for healer dps and give us more interesting dps rotations.

    Quote Originally Posted by Volkaj View Post
    Lowering the skill ceiling "because most healers are bad anyway" will just make good healers quit to more interesting jobs, or to other games with better healing gameplay.
    Which is precisely what happened during ShB.
    If you spent 90%+ of your time pushing dps buttons, might aswell switch to a job that makes it fun and engaging to push them.
    (3)

  8. #78
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,972
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Quote Originally Posted by Kalise View Post
    - Shift healing power away from oGCD's towards GCDs.

    Essentially, make oGCD's more for panic buttons that you use when you really need to heal someone up right now, with more throughput from GCD's (You can have more instant cast GCD's that's fine, as it still causes you to stop what filler action you're partaking of)

    - Make ALL stats for Tanks hybrid Damage/Defence ones.


    So as to make gearing more interesting, provide defensive bonuses from Crit/DH/SkS while improving the gains from Det/Ten. So that gearing can be more interesting than "Stack the highest DPS gain stats" or if mitigation was more important "Stack Ten/Det"

    Examples could be stuff like, PLD getting chances for Critical Blocks from Crit that absorb more damage. GNB getting reduced defensive CD's from SkS allowing more freedom to use them to mitigate passive damage. Etc.
    Someone apparently wasn't around in 2014 ARR when that was all that healers had for all content, all GCDs except for Lustrate and Bene at level 50.

    Parry was a horrible tank stat, and you can't have CDs go down in-time because that automatically adds another advantage. DRK TBN is already stupid good for this reason.
    (1)

  9. #79
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by technole View Post
    Someone apparently wasn't around in 2014 ARR when that was all that healers had for all content, all GCDs except for Lustrate and Bene at level 50.
    Again, shifting the power from oGCD to GCD doesn't mean deleting oGCD's. It just means toning down the potency of oGCD's so they're not as strong as your strongest GCD's (Or stronger)

    Causing you to want to target large amounts of missing health with a GCD heal, possibly supplemented by weaving oGCD's. Rather than leloGCDfullheal.

    Quote Originally Posted by technole View Post
    Parry was a horrible tank stat, and you can't have CDs go down in-time because that automatically adds another advantage. DRK TBN is already stupid good for this reason.
    Parry was a horrible tank stat because all it did was provide RNG mitigation. Meanwhile, the meta for Blue DPS was still stacking damage because what even is a Tank anyway?

    CD's can be shorter, if encounters aren't all about "Who can immune the most actual threatening attacks". Especially if more consistent mitigation is relevant so giving up passive mitigation (From, i.e. Tenacity) for shorter CD's for to be able to more freely use said CD's to mitigate passive damage is possible.

    Also, TBN is stupid good because it has insane throughput, up to double the strength of other Blue DPS's similar CD's.

    Quote Originally Posted by Billythepancake View Post
    I'm much more in favor of the game just embracing green DPS instead of trying to fight it and fail miserable. Both the classes and the game itself are not built to have healers heal even 50% of the time. You'd be stretching it at 20%.
    Though, going down this route can beg the question "Why even have the Healer role?".

    If healing requirements are kept minimal, why not just actually make them into Green DPS? Just give everyone the Echo bonus from solo duties that auto-heals them.

    Why not go further and delete Tanks too, heck, bosses already auto-position themselves or are stuck at the side of an arena for the most part. Just delete their auto attacks and Tankbusters and make them simply sit there and spam DDR mechanics at everyone.

    Why would SE continue to try and make Healers and Tanks relevant and fail, when they could easily just embrace the Blue/Green DPS memes and just actually make everyone a DPS?

    It'd instantly fix any issues with DF queues too, which is one of their primary concerns, making sure that DF is full of people so newbies can finish their MSQ's.

    It might seem like I'm just being facetious, but this is actually something they could consider.

    Given how ShB changes have affected the Healer population in DF content and how much difficulty they've had in balancing (The reason why no 4th healer in StB or ShB has been "We need to focus on healer balance") AND given how so many people are asking for more complex healer DPS rotations, why not just go the easy route and make everyone a DPS outright.
    (0)

  10. #80
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by Kalise View Post
    why not just go the easy route and make everyone a DPS outright.
    Probably because the easier route is to keep the status quo.
    (1)

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