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  1. #1
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Absurdity View Post
    The thing is, it would not just be a grind but also a pointless change that does nothing but make solo content slightly more of a chore.

    The self sustain is probably the least of the issues. Sure, you might not need a healer for dungeons but you didn't need one in Stormblood or Heavensward either, dungeon difficulty has been a joke for a long time and is intended to be one anyway.

    In the more difficult content you do not plan around Second Wind or Bloodbath, just like you don't plan around random blocks or parries, so whether or not they exist changes nothing about healer gameplay.

    The only healing that actually has a noticeable impact would be warrior's Nascent Flash and it's cooldown is also too low and it's healing too varied to really take it into account when planning out your oGCD usage on certain mechanics, besides being the only thing warrior has going for it atm.
    It might be a smaller problem compared to others, but it still does it's contribution towards the big picture that is the current healer, and the excuse of "it has always been like that in dungeon's" doesn't mean it should stay this way just for convenience's sake. As Saefinn already said, most of the time, you'll be doing DPS inside a dungeon, and dungeons are something every single player does. Removing those self sustain Skills might not be able to fix the problem in one go, but it tilts towards the desired outcome by one step, which might turn that 70% DPS & 30% healing maybe into something like 50% DPS and 50% healing.

    And i dont think that investing a few Gil's into Potions which any NPC could sell in low quality could be any issue. If you want something stronger, then you better be ready to invest into Alchemy.
    (0)

  2. #2
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,102
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Anhra View Post
    It might be a smaller problem compared to others, but it still does it's contribution towards the big picture that is the current healer, and the excuse of "it has always been like that in dungeon's" doesn't mean it should stay this way just for convenience's sake. As Saefinn already said, most of the time, you'll be doing DPS inside a dungeon, and dungeons are something every single player does. Removing those self sustain Skills might not be able to fix the problem in one go, but it tilts towards the desired outcome by one step, which might turn that 70% DPS & 30% healing maybe into something like 50% DPS and 50% healing.

    And i dont think that investing a few Gil's into Potions which any NPC could sell in low quality could be any issue. If you want something stronger, then you better be ready to invest into Alchemy.
    Well, let me rephrase that then to make it more clear. It won't do a single thing to change the way you heal in dungeons. I have not even once considered someone's selfheal in dungeons, mainly because you never know if randoms even have it on their hotbar...yes, even random warriors. It will have 0 influence because it already does not matter.


    The only way to make healers actually change the way they approach dungeons would be to significantly increase damage taken from mechanics and SE doesn't want to do that because it could alienate the people who already struggle in those faceroll dungeons for one reason or another.
    (1)
    Last edited by Absurdity; 12-15-2020 at 12:19 AM.