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  1. #1
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Liam_Harper View Post
    I'm not sure how this would make things more engaging with how low damage intake is right now. GcD heals are already quite strong, if you increased their power we could just Medica II each Raidwide, throw an occasional Regen on the tank and mash Glare for the rest of the fight. Also do we count damage neutral instant-cast Gcd's like Rapture as GcD's, because then even less changes. Damage just happens far too infrequently. Look at fights like e7s, where you spend the first 2 minutes barely needing a heal. If you force me to Medica II the Empty wave and maybe consider a Regen after the TB, then spam Glare for the rest I'm not going to suddenly feel engaged.
    This is talk right out of the echo chamber. How do you feel about mechanics that reduce HP to critical and inflict Doom like in Hades EX, or having to take big damage in order to remove a debuff like in E5S, or many other savage/EX encounters in the game? Don't talk like healing isn't required, while it doesn't scale correctly and ilv bloat will increase sustainability along with DPS this couldn't be more false. When players talk about increasing healing requirements, it specifically talks about raising the bar from wherever the standard is currently set for any particular encounter. It's not going to be same in all content.

    Anywho, the idea is to make healers rely less on their ogcd heals. With these potency decreases and/or CD increases, healers would be forced to fall back on their GCD heals. The potency increases wouldn't be across the board, and would likely only affect their base ST and AoE heals. You can forget about regen taking care of the job as well. They would only restore enough HPS to assist the healing requirement. It becomes more engaging because for a job like WHM, you might not use PoM solely to increase the amount of Glares you dish out anymore. You'll have to think about it first instead of just mindlessly keeping it on CD.

    The only problem with this I see is the reluctance to accept it from both the devs and players alike. You've already shown your own objection to the idea using one of the worst fights to encompass the healing requirements of the entire game. Do you want healing to be more engaging as a healer, or not? Anyone whose fallback is to just give us more DPS buttons to push is just defaulting; just like the devs when it comes to the design of healer jobs. The way you engage healers is to push their heals. This is simply a matter of the devs growing some freaking balls, and just doing it. Coddling the lowest common denominator has got to stop.

    You have to understand that healing right now is at the point where it would be easier for the devs to cave and get rid of the role than it is to actually fix it. We are not far off from being healers by name only, and they need to turn the ship around before their simplification has an adverse effect, and the only healers left to do Savage are all the ones who have been handed their clears.
    (4)
    Last edited by Gemina; 07-28-2020 at 03:21 PM.

  2. #2
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gemina View Post
    This is talk right out of the echo chamber. How do you feel about mechanics that reduce HP to critical and inflict Doom like in Hades EX, or having to take big damage in order to remove a debuff like in E5S, or many other savage/EX encounters in the game?
    Hades Doom debuff is great, though not sure what you're talking about in e5s? Stormcloud isn't that bad. The fight overall is slightly more interesting than e6+7 to heal. But I'd like more Doom's, Almagests, ticking DoTs that need to be watched and so on. E7S could easily have added a heavy aoe bleed DoT somewhere in P1.

    I'm not entirely disagreeing, but I fail to see how heavily nerfing oGcD heals alone but making no change to any fight design will suddenly fix everything? Sure, some fights might get a little more interesting, like e5, but you'll still have the e6s, e7s, Titana, Inno and so on with those huge gaps where literally no healing is needed and you're back to Glare spam. I still feel Medica II's would cover nearly everything in a lot of cases.

    Quote Originally Posted by Gemina View Post
    Anyone whose fallback is to just give us more DPS buttons to push is just defaulting; just like the devs when it comes to the design of healer jobs. The way you engage healers is to push their heals.
    I'm not sure you read all my post? I'm not pushing for moar dps (though a few extra buttons wouldn't hurt), I'm saying the fights with huge downtime should also throw more threats at us that demand healing and that needs changing too.

    But sure, I'm interested. Maybe list all the changes you'd make to potency for one of the healers to illustrate the point?
    (0)
    Last edited by Liam_Harper; 07-29-2020 at 06:31 PM.

  3. #3
    Player
    AdamFyi's Avatar
    Join Date
    Feb 2014
    Posts
    973
    Character
    Adam Fylrmyn
    World
    Siren
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Gemina View Post
    When players talk about increasing healing requirements, it specifically talks about raising the bar from wherever the standard is currently set for any particular encounter. It's not going to be same in all content.
    This is an inherent problem when it comes to Healing in general. Increasing healing requirements does not serve to fix the problem with the lack of incoming damage. Pushing damage intensity too far up just forces Healers to play almost perfectly to function at the minimum item level, which is almost impossible for the average player. Similarly, pushing for more frequency on the incoming damage too far does the same thing.

    Always consider how it would impact the encounter and player resources. If we push for less downtime between incoming damage, then it punishes heavily for any mistakes made i.e. raised with no MP and 25% weakness, or any KO’s in general with the heavy cost on Raise spells. Granted, stacking as much Piety as humanely possible and dumping them as you get better gear may possibly end up being the trend (hmm..). It isn’t going to fix the Healers—they’re just not designed to be able to accommodate high frequency & high intensity sustained healing for an extended period of time.
    (3)

  4. #4
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Hahahah wow...
    Looks like they had to add a cutscenes there just so the healers MP and cooldowns could recover
    (0)