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  1. #31
    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 Risvertasashi View Post
    This isn't a dichotomy anyways, which just kind of shows how little the community tends to know about balancing healers to begin with...

    ...But we're also as close to balanced with healers than we've ever been. Think about that for a moment - and how little it has to do with shields and regens and this dichotomy so many seem to think exists...
    I was thinking the same thing initially when I read the OP. All the healers have HPS and damage mitigation tools. Even WHM has Benison on a short CD and Temperance. Though I believe Yoshi himself recognized that a shielding healer and HPS healer were present, this was before ShB and the homogenization that took place.

    The false dichotomy is surrounded on the community thinking HPS is its own class of healer when it really isn't. All the healers have phenomenal HPS capability. The only thing present is that one of two healers will have the primary responsibility of damage mitigation. SCH will always have this by default, and WHM never will. However, I find that even this is unnecessary, and it forces the AST to choose a sect based on which healer is in the party, or the opposite sect if grouped with another AST. The only time it is really their choice is in 4-man.

    Really what it comes down to are shields not stacking, but the healing kits are set up now where even if there are two SCHs, two ASTs in Noct, a Noct AST and a SCH, etc. it's not the end of the world at all. It's the meta and one player per job comps that continue to enforce SCH and WHM into their branched healer roles. The truth I perceive is that all the healers are currently responsible for both mitigation and HPS tools during an encounter, and they have multiple means to do so without stepping on each other's toes.
    (4)
    Last edited by Gemina; 01-25-2021 at 02:24 PM.

  2. #32
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Healer balance might require a fourth healer. Much like tanks, who are all now viable in both the MT and OT position.

    The Regen/Shield dichotomy has to go, which will require jobs to have unique ways of applying both regens and shields.
    (2)

  3. #33
    Player
    Curisu's Avatar
    Join Date
    Jul 2017
    Posts
    1,127
    Character
    Chryden Speakel
    World
    Odin
    Main Class
    Blue Mage Lv 80
    Maybe a 4th healer will be something new.
    Like a flat HP healer without regens or shields.
    Instead he is applying short time dmg reduction and heal increases on the group.
    So you can still play all combinations of healer without changing the shield/hots problem.
    (2)

  4. #34
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    At this point it seems more like the community idea of how healers function and should be balanced is the biggest obstacle.
    The community seems deadset on wanting a comp with one "shield healer" and one "regen healer" and having a 50/50 split for shield and regen healers so the 4th healer must either be flexible like AST or ASTs stances need to get scratched - and all for this misconception that you always need on of each when in reality, Diurnal is the prefered stance outside of early prog regardless of your co heal and Neutral gets rarely, if ever, used during a fight and mostly during transitions.
    WhM/ SCH comps mainly utilize direct heals and regens while shields (even the one from Seraph because of mandatory two weaves) rarely get used.
    For AST/ SCH, Diurnal is prefered not because they wouldn't be able to happily spam their GCD shields but because Diurnal offers much higher raw healing and is more valuable outside early prog. Some speedrun niche cases work with SCH/ Noct, but that's highly optimized gameplay and GCD shields have nothing to do with it.
    AST/ WhM is Diurnal again for AST even though PF loves to enforce the rule to go Noct with a WhM although it generally makes things harder for both healers because you're missing out on a lot of free healing for no good reason.

    What's more important when it comes to healer balance is the rhythm each healer has and the opportunity cost tied to their heals.
    If one healer has high opportunity cost, it doesn't matter that their direct heals, shields or regens are strong - they will rarely get used to aim for better combined dps. The healer with the lowest opportunity cost and/ or more flexibility generally does most of the heavy lifting and the other healer has more freedom in planning their forced dps loss around times when they suffer least from it, like timing Raptures and Ruin IIs with forced movement that goes beyond what slidecasting and prepositioning would cover.
    Sacred Soils is one of the strongest skill that never gets used unless absolutely neccessary because a weak free heal is better than a costly strong heal when both would suffice to survive.


    There are a myriad of ways to design interesting heal skills (delayed, grows stronger/ weaker with time, consumable, stackable buffs to consume, grows stronger/ weaker with distance, jumping heals, small radius, stationary, multi-target small radius, copied healing etc.) that function well with every healer.
    If the 4th healer functions well with the other 3 in the way that it doesn't "punish" some by forcing constant dps loss from both healers (like SCH/ WhM currently still does to some extend) and thus making it undesirable, it doesn't matter if they lean more towards shields, regens or good old direct healing.
    Balance would definitely survive it but I'm starting to think part of the community will blow a fuse should we have "too many" healers of one type.
    (8)

  5. #35
    Player
    S-C-R-Y-E's Avatar
    Join Date
    Jan 2021
    Posts
    9
    Character
    Eliaria Whisperwind
    World
    Zalera
    Main Class
    Astrologian Lv 90
    I think the game could easily handle another healer if you just change how the healer works.

    Personally, I'd like to see some sort of melee healer that utilizes that off hand weapon slot for something. Give them high mobility with short range or immediate area heals that forces them to be close to the person they want to heal. Alternatively, they could share the damage they inflict as a form of vampiric or indirect healing that operates separately from the normal rules of regeneration. They could then utilize screens or persistent area spells on the back line that only heals players as they dodge boss mechanics similar to how skills like Collective Unconscious work now. It would be a healer that emphasizes positioning and control of the battlefield through the use of persistent area spells rather than your traditional direct healing type of healer.

    I dont know if the concept would work, but most of a healers heals are directed towards the tank anyways so limiting their most powerful heals to short range shouldn't matter too much primarily if they are a melee healer.
    (0)

  6. #36
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,939
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by S-C-R-Y-E View Post
    I think the game could easily handle another healer if you just change how the healer works.

    Personally, I'd like to see some sort of melee healer that utilizes that off hand weapon slot for something. Give them high mobility with short range or immediate area heals that forces them to be close to the person they want to heal. Alternatively, they could share the damage they inflict as a form of vampiric or indirect healing that operates separately from the normal rules of regeneration. They could then utilize screens or persistent area spells on the back line that only heals players as they dodge boss mechanics similar to how skills like Collective Unconscious work now. It would be a healer that emphasizes positioning and control of the battlefield through the use of persistent area spells rather than your traditional direct healing type of healer.

    I dont know if the concept would work, but most of a healers heals are directed towards the tank anyways so limiting their most powerful heals to short range shouldn't matter too much primarily if they are a melee healer.
    Melee healer sounds nice until I remind myself that ranged DPS firing from Narnia exist.
    (6)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

  7. #37
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,079
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Melee healer sounds nice until I remind myself that ranged DPS firing from Narnia exist.
    That's when you rescue them so you can heal them, or just let them die, or both
    (1)

    Watching forum drama be like

  8. #38
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Honestly a 4th healer would solve healer issues all together, AST can finally dumped the awful nocturnal sect and focus on its better side diurnal and maybe be able to be balanced properly.

    SCH still needs a re work honestly but that’s something they can do along side a new shield healer but no more toggle healers plz
    (0)

  9. #39
    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 Rein_eon_Osborne View Post
    Melee healer sounds nice until I remind myself that ranged DPS firing from Narnia exist.
    Isn't every healer supposed to be on the bosses ass with the melee anyway .

    At least that's where I park myself.
    (3)
    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]

  10. #40
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,939
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Deceptus View Post
    Isn't every healer supposed to be on the bosses ass with the melee anyway .

    At least that's where I park myself.
    Oh, tell me about it.
    I try to keep myself relatively close to -both- the tank and the boss, which more than likely will put myself relatively in the middle of 3 or 7 other members.

    The thing is, it worries me (or should I say: amuses me) that the likelihood of encountering players that could not grasp the many advantages of sticking relatively close to the boss’ ass is quite staggeringly common, especially if one actively using DF.

    And by ‘relatively close’, I’m referring to an area just as wide as the 3 healers’ dome-shaped AoEs such as [Earthly Star], [Collective Unconsciousness], [Asylum] & [Sacred Soil]. At least that’s the general radius which I would expect if they were to implement a ‘melee healer’ (it could be 5y or even as far as 12y akin to DRG’s tether, but I’ll stick to the middle ground, which is 8y)

    Of course, if they do not have the luxury of 20y - 30y target healing like our existing healers do, trying to reach those Narnia snipers would be a chore. Ngl, like Dogempire stated. Rescue or let them dig their own lonely grave. Both are very tempting to do—just not a fan of doing it myself.
    (0)

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