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Thread: No love for Sch

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  1. #1
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GrimGale View Post
    Is the Broil/Glare spam not a problem in people's minds? The prevalent healing downtime, that forces a healer either to sit on their thumbs or mindlessly press one button over and over and refreshing 1 dot every 30s not a problem? Nobody sees anything wrong about it?

    "If you want better DPS options play a DPS."

    I want to play a healer. I want to heal. But If you design fights so that there is barely anything to heal, I am stuck DPSing all the time. And DPSing as a healer is as entertaining as watching paint dry.

    "Oh but you get to weave in heals that is fun."

    Yes. Weaving is fun. But you always weave it with the same goddam spell. The same boring dot/blue blast. Check the parsers from Savage encounters, they are the ones technically requiring more healing. 130 casts of your filler spell VS 30 casts of your healing spells. For a "filler" spell we use them much more often than any other ability.

    "Play any other healer."

    Hey MNK mains, play any other melee dps. Hey SMN mains play any other caster. Oh, you got your third rework? How come SE lets you have three reworks?

    "Your role is to heal."

    God I wish it was. With the amount of damage spells I use per encounter It really doesn't feel like it. It feels like my role is to broil/glare and heal on the side. Was dot management really such a big problem. AST has card management. Was it really that hard to give a "debuff" management thing to fill downtime. Was it really that hard to give WHM a more varied Nuke management to fill downtime.

    "There is really nothing else we could have done to SCH."

    I have nothing else to say. It's such an admission of failure. No imagination and no will to examine anything.
    Hey it's numbers work.

    Sure, fine. SMN numbers "worked", but you still gave it a mechanics rework.
    The issue is the potency of the healing along with a few other things.
    It's a catch 22. They're giving healers more healing abilities, not spells, abilities. Understandable because you want to give healers more things to heal with that's why they picked healer, to heal.
    The issue is their oGCD heals are too potent and they have too many of them. Like the new WHM ability is an oGCD with a 20 second duration and a AoE heal(presumably 400) every 10 seconds.
    If you want to get healers to heal they need to move away from oGCDs but you don't want them to feel useless so you can't exactly nerf them into the ground.
    They need to add more abilities that only function after you've used a healer GCD or make more oGCDs have cast bars.
    With the amount of oGCD heals everyone has now bosses need to be doing an AoE raid wide every 20-30 seconds throughout the entire fight to force a GCD heal out of someone.

    I understand how you feel because for the true healer experience I actually play another game, SOLO. When I queue up as healer all I do is heal. My damage is negligible and it was purposefully made inconvenient for me to DPS.
    (2)
    Last edited by Nethereal; 09-19-2021 at 09:22 PM.

    Quote Originally Posted by Someone
    Just because other players play the game. Does not mean you got to be mindful, or care
    Quote Originally Posted by Someone 2
    The problem ISN'T healers rotation is busted or boring...

  2. #2
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nethereal View Post
    The issue is the potency of the healing along with a few other things.
    It's a catch 22. They're giving healers more healing abilities, not spells, abilities. Understandable because you want to give healers more things to heal with that's why they picked healer, to heal.
    The issue is their oGCD heals are too potent and they have too many of them. Like the new WHM ability is an oGCD with a 20 second duration and a AoE heal(presumably 400) every 10 seconds.
    If you want to get healers to heal they need to move away from oGCDs but you don't want them to feel useless so you can't exactly nerf them into the ground.
    They need to add more abilities that only function after you've used a healer GCD or make more oGCDs have cast bars.
    With the amount of oGCD heals everyone has now bosses need to be doing an AoE raid wide every 20-30 seconds throughout the entire fight to force a GCD heal out of someone.

    I understand how you feel because for the true healer experience I actually play another game, SOLO. When I queue up as healer all I do is heal. My damage is negligible and it was purposefully made inconvenient for me to DPS.
    Honestly, I am not adverse to making the DPS part of healers more interesting. I don't mind DPSing as a healer, heck I think done properly it can be extremely rewarding. Hitting the enemy and healing the party can be inmensely satisfying. Juggling healthbars, then applying a dot. Blasting an enemy with a nuke then throwing a shield. Spreading dots on a group of enemies was one of the most satisfying things you could do with SCH only surpassed by Deploying shields onto your group. The placing, the timing, the abilities all line up and pulling it off is satisfying.

    I would love to have more interactions of that type. I like AST cards, even if now they just become sorta repetitive.

    One buttom spam kills the fun. Constant repetition of a skill isn't what I'd call riveting gameplay. I understand why they made it that way, so that it was easier to keep dpsing while healing. Now it's made even easier with the shorter cast times. Which means Broil/Glare spam will become even more prevalent.

    Regarding optimization: "Why would I bother to bend over backwards to fit yet another boring blue blast?" Well now I don't have to bend over backwards to add a few more casts of Glarebroil to the already existing pile of 130 casts of Glarebroil in this 10 minute fight.
    (3)