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  1. #1
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Granyala View Post
    ...
    The issue with the "require more healing" route is that we already do have content that requires more healing. It's ultimate, and even that is a meager 20-30% healing. But it's already way beyond the reach of many.
    In reality it's not the amount of healing required that needs to change but the damage distribution. You would need to spread damage in more random damage spikes as opposed to the choreographed encounters we currently have. The problem? SE are going the exact opposite with their design. They've removed critical hits from bosses, etc. etc.
    This, like you've said, breads "lean" healing strategies where a good healer is measured by how little he can overheal and how much he can dps as a result.
    You mentioned Sunwell earlier in the thread and that was kind of the opposite end of the spectrum. Promoted heavy healing where a good healer was measured by their ability to consistently overheal and not go OOM. Effective healing although important was relegated to the backseat since most healers were usually segregated to specific targets/groups. For those wondering, damage output was random, constant, and heavy. A lot could happen between the beginning of your cast and the end so keeping your heals rolling was a must, even on full health targets.

    All this to say that there's got to be some middle ground but SE would need to change the way damage is dealt and alter mana management to go along with this. The main issue is that like other have mentioned. This means that the mana reworks for future (diff damage pattern) content would break past (current damage pattern) content and that will not slide so is unlikely to happen at all.

    At this point everyone should realize that the dps meta we currently have is here to stay and healers should just get more diverse dps tools. That's all there is to it. SE can make a new MMO down the road with the lessons learned this time around.
    (3)
    Last edited by EaMett; 05-18-2020 at 11:07 AM.

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by EaMett View Post
    In reality it's not the amount of healing required that needs to change but the damage distribution. You would need to spread damage in more random damage spikes as opposed to the choreographed encounters we currently have. The problem? SE are going the exact opposite with their design. They've removed critical hits from bosses, etc. etc.
    I've played MMO's where random damage spikes were a thing and let me tell you, it's not fun. Never knowing when someone is going to be hit super hard based on RNG is stressful as hell. Predictability is important for both healers and tanks.

    Quote Originally Posted by Sylve View Post
    So can i apply that to Red Mages then? I will now expect them to cast Vercures on the regular so that they're "Efficiently" using their toolkit.

    I expect Summoners to hardcast Raises and spam Physik too, because I'm busy "efficiently" using my toolkit.
    If both healers are dead or one healer is dead and the other is struggling and if you have SMN or RDM in your party:

    Then yes. I absolutely expect them to help out. It's a team game. Everyone is supposed to play to the best of their ability.

    Quote Originally Posted by EaMett View Post
    I would also like to point out that I've had dungeon runs be faster with a non-DPS Healer compared to subsequent runs where the Healer is near matching the Tank on DPS.
    Healer DPS is negligible compared to whether or not the DPS are playing to the best of their ability.
    This is just a factually untrue statement. Any extra damage makes runs faster if everyone is contributing.


    Quote Originally Posted by EaMett View Post
    They've said on multiple occasions that Healer dps isn't factored into clear requirements. I'm not even sure if they've ever confirmed outright that Savage requires Healers to DPS.
    This is an old statement that they have since reverse course on. Healers are expected to do some damage now.
    (5)
    Last edited by Deceptus; 05-19-2020 at 01:30 AM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]