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  1. #1
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    The better the Party is at avoiding mechanics, The less work a Healer has to do.

    Its the only Role where the performance of the party directly impacts how active you are.

    Tanks always need to keep enmity.
    DPS always need to deal damage.
    Healers ... Don't always have missing Health to restore.

    That right there is what i would change. Our healer toolkits are full to the brim with useful and niche tools to cover any situation we find ourselves in. The only way we get to use all of these tools is when shit is going sideways and people are taking enormous amounts of damage they should otherwise be avoiding.

    We absolutely do not need HARDER hitting mechanics. That doesn't solve anything.
    For as long as incoming damage is on a script, we Healers will always have deadzones in our Role gameplay.

    So break the script. We know the devs have tools in place that allow them to specifically single out Roles for mechanics. We need sporadic, dangerous damage going out to the party with enough frequency that oGCD cooldowns simply cannot cover them all.
    It'd be fine to keep some of the scripted damage since fights need to be learnable and not subject to RNG wombo combos, but that scripted damage needs to be interspersed with random damage, either party wide, role wide or singling out party members for hits.
    Busters need to be used more frequently at odd intervals so Tanks wont always have their "Anti Buster Button" there to take it every time.

    Give me reason to watch the party list like a hawk. A reason to be ready to tap a Heal into someone at all times.
    I want Cure/Physik/Benefic to be used as GCD 'fillers' instead of DPS.

    Weaving some damage in amongst all the hits the party takes would be what separates Healers from Excellent Healers.
    (5)

  2. #2
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Sylve View Post
    snip
    Honestly I hadn't considered that as a solution, Adding more randomness might address the issue because the Tank cannot sponge all the damage.

    That said I think the Grand Cosmos might have that to an extent as I remember some mobs pulling away to AoE someoenne other than the Tank (course that might just be emity-related stuff)
    (0)

  3. #3
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sylve View Post
    Give me reason to watch the party list like a hawk. A reason to be ready to tap a Heal into someone at all times.
    I want Cure/Physik/Benefic to be used as GCD 'fillers' instead of DPS.
    Would be cool for us but If they did that, 90% of the healers our there would be lost.

    BTW: Tanks rarely worry about enmity these days. You basically sneeze in the general direction of the mob and it is already glued to you. Tanks are basically blue DPS that press a damage reduction cooldown every few minutes.
    (3)

  4. #4
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Granyala View Post
    Would be cool for us but If they did that, 90% of the healers our there would be lost.

    BTW: Tanks rarely worry about enmity these days. You basically sneeze in the general direction of the mob and it is already glued to you. Tanks are basically blue DPS that press a damage reduction cooldown every few minutes.
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    (1)

  5. #5
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,970
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Quote Originally Posted by Sylve View Post
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    Savage has more "healing" in SHb than Stormblood. But on the same token, better buttons were given to healers. Hitting lily button after lily button. assize when it's up, along with finally useful Asylum, etc. Medica is practically obsolete save for some mismanaged situation.

    The damage/healing curve has to go up a bit more in savage, and much more in casual content to even get to that level.
    (0)

  6. #6
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Sylve View Post
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.

    Again, I think that's already in the works with the Grand cosmos. Though I still think they should add more mechanics common to bossfights like Vuln stacks and such as well. Make the healers real paranoid.
    (0)

  7. #7
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Morningstar1337 View Post
    Again, I think that's already in the works with the Grand cosmos. Though I still think they should add more mechanics common to bossfights like Vuln stacks and such as well. Make the healers real paranoid.
    Technically true for Malikah's Well too. The second boss does two tank busters almost back to back, and the third one doesn't even have one so the damage is more "random".

    Honestly, I'm all in for more rng-based fights, as in, let the bosses have a set of skills which they use in no particular order - it'd take away the monotony of tank buster > aoe > mechanic A > aoe/adds > mechanic B > tank buster > mechanic A> ...rinse and repeat until dead.
    (1)

  8. #8
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Sylve View Post
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    A big problem with that idea is when you go back to old content, you would be left with the same boring healing we're now. A change to the healing would require a total rework of all the fights of the game which to put it simply is not something viable resource-wise and in the end healers would always want to squeez the damage, no matter how hard something hits, no matter how little damage you do a good healer would always want to be useful and therefore deal damage, on top of that the devs would have to rework the healing jobs entirely since at is right now heals are only "press a button and hp will go instantly/gradually up" and that system would not work in healing intensive scenarios due to the lack of depth.

    So basically you would need to rework both the fights and the healers for the entire game to make it viable, something that if the devs value their time and money shoudn't do.

    And honestly as someone who likes the "strategic" side of healers, planning resources to use them efectively and feeling that I control the pace of the damage and I'm not just simply closing the holes of a sinking boat I must say that I hate that idea a lot and would make healers extremely same to an stereotipe that other games already provide but better
    (5)
    Last edited by WaxSw; 05-15-2020 at 03:06 AM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.