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  1. #11
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    659
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Aword3213 View Post
    The gap exists for multitude of reasons, I don't believe those are all about mentality issues.
    Healers are the only role with 0 dps players on them, this allows for the creation of a lower skill floor and the creation of the gap, its important to note that also healers are a job conditioned by party performance (mitigation, not taking extra damage, etc) this can hurt their performance heavily, when you get those 2 together you can see how the healers have the widest gap of any role when their job design is by far the more braindead


    Healer dps is simplistic because healers have other responsibility. The difficulty itself lies on the balance between your dps and healing. If reaching purple parses is that easy as you said, then any healers with intention to get good, and I believe there are lots of them, should have purple parses already.
    Any Sch with bis with good heal management can reach purple parses by spamming ruin 2 if their party is not bad, this says a lot about how oversimplistic they are, lets mention that one thing is healers being simplistic and another is braindead, pressing 1 button is braindead and thats the healers we got. Thinking we have to have that stupid rotation just because we have to manage healing is something that is proven wrong when over 70% of the time we're dpsing, we simply do not manage constantly the heals, in fact doing that is the exception at any level of difficulty, we're dps that sometimes throw heals instead of healers that sometime dps yet we're denied the rotation we deserve.

    I don''t know how you value the skill level of healers, but to me, I will look at both their dps contribution and healing contribution. If one of them is low, they are not top teir healers to me.
    And that would be an unfair way of valuing them. Healing is subjected to the party, in a party where the 2 healer coordinate and the mitigation is on point their healing performance is lower because there is little to heal and everything is more optimized yet by your standard those would be bad healers, while the noob that spams medica 2 every raidwide and has mediocre dps would be a good healer even tough they do not coordinate nor optimize.
    Healing by deffinition is something that as you get better it goes down because as hp is binary you want to get close to that "I heal just enough to survive" since there is no point going past that, if you want to value the skill of a healer look at their efficiency not how much they heal because any low skilled player can reach high healing parses yet none of them are efficient.

    I just don't believe adding more dps options rasies no skill floor nor skill ceiling despite my personal preference on this matter.
    This is simply not true, more dps options raises the skill ceiling as there are more things to track and more variables that can interact with the encounter on a regular basis, it doesn't raise the skill floor because you can always ignore them and play like today while you're learning but just by adding the option to not do that you get a new dimension to the encounter that previously you did not have, effectively raising the skill ceiling.

    Is it though? I don't think timer tracking and more button press can mean forgiving. Perhaps when we comapre them mathmetically, older iteration of healers might really be more forgiving. However, that does not mean its more forgiving on player skills.
    It is, an important thing to consider is that the mistakes are usually patched with gcd heals so lets assume a healer that has to gcd heal because someone made a mistake or they fucked up something.

    Lets say you get 2 dots and 1 gcd nuke, lets say the 2 dots combined are 180 (90 each) potency per tick and you get the nuke that has 180 potency too every 3s, if you make a mistake and need a gcd heal since the dots are ticking you're only losing 180 potency (the nuke) or 50% of your damage in that span of time, if you forget to refresh a dot 1 tick you'd only lose 90 potency (25% of your damage) as there are 2 you have more leeway to refresh them due to not having high % of your damage on a single source

    Lets take current Sch, we have a 70 potency dot and 290 potency nuke, if we have to gcd heal because mistakes happen we're losing 290 potency or 80% of our damage and if we don't refresh the dot and lose one tick we lose 70 potency (20% of our damage)

    If you compare them you can see that current sch is punished far more than the theoretical dot mage due to having a higher percentage of their damage on a single source that is denied by the need of using said gcd on something like gcd heals or rez, thats why a dot mage is less punishing because while you have to track more thing (higher ceiling) it also allows for a less damaging playstyle when shit hits the fan (accessibility)
    (12)
    Last edited by WaxSw; 10-21-2021 at 08:06 PM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.