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  1. #1
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Chopstix View Post
    Personally I quite enjoy healing ever since i was able to solve the targeting problems. I would consider myself a high end player but healing is not currently my main role in hard content. Personally im not opposed to the current one dmg button, one dot style. However, in order to not feel bored, u should be compelled to use ur full kit, and think carefully how to space them. Regular content u can heal w/ like 1-2 aoe oGCDs. I expect more casual oriented healers will need to do more. This is fine. But in hard content i feel like dmg is lacking. More stuff that warrants ACTUAL regen healing (like the raidwide dot in e11s) would be nice. Hell, more dmg overall would be nice. U never need to put GCD regen on the tanks because they can sustain through it with the sage partner/SCH fairy and the healing b/w the two tanks.

    There r a couple of intense heal checks currently, but only a few. Basically all of them in p4s haha. Orbs in part 1 into the tile explosion can be nasty, but it is not too bad. The last stack/spread into triple deco is quite nasty though. In part 2 ACT II can pose some challenges but like orbs it is not to bad. Curtain call on the other hand is much more demanding. But now with gear/BiS the most difficult heal checks r actually skipped entirely or only a small part of it is seen (curtain call).

    TLDR more DMG throughout the fight with more heal checks that r not always at the end that eventually get skipped with gear.
    Like I just brought up, though, the healer DPS gutting did nothing to make the role easier. The only DPS change that made healing easier was killing old Cleric Stance, which for the record was not a great way to encourage healer DPS. It was a system based on punishment--you're punished if you don't use it, and you're punished if you misuse it. Everything else has to do with how casual healers heal, which is ultimately not very well. They're quick to resort to Cures and Medicas, and they don't know how to weave quickly or efficiently. We've addressed everything BUT the problem in any meaningful way.

    If anything, gutting certain DPS buttons actually hurts casual players. If you have someone who's too petrified to cast more than a few DPS spells at a time, Aero III offered more bang for their buck than a Stone IV. Stronger DoTs on shorter timers would be better at carrying weaker players, and if they don't DPS at all then what does it matter if the job has 1 DPS button or 20?
    (18)

  2. #2
    Player
    IllyaPrisma's Avatar
    Join Date
    Oct 2017
    Posts
    129
    Character
    Illya Prisma
    World
    Famfrit
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by ty_taurus View Post
    if they don't DPS at all then what does it matter if the job has 1 DPS button or 20?
    This is a major part of the reason why Healer DPS options were harshly reduced though. Healers having multiple DPS options creates (at least in the opinion of the developers) a large gap between the skill floor and skill ceiling of the Healer Job. They specifically targeted this issue after Healer damage complexity in Heavensward made it painfully obvious which Healers knew what they were doing, and which were completely clueless. I absolutely agree that SE has tackled this issue in the wrong way, as making something simpler is not the same as making something easier, but that leads to a question on the opposite end: Does increasing Job Complexity also increase Job Difficulty? I believe you will get some mixed answers to that question. We can easily conclude however that SE firmly believes complexity = difficulty, therefore the skill floor/skill ceiling issue they are intent on avoiding.
    (2)
    Last edited by IllyaPrisma; 03-04-2022 at 01:56 AM.

  3. #3
    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 IllyaPrisma View Post
    This is a major part of the reason why Healer DPS options were harshly reduced though. Healers having multiple DPS options creates (at least in the opinion of the developers) a large gap between the skill floor and skill ceiling of the Healer Job. They specifically targeted this issue after Healer damage complexity in Heavensward made it painfully obvious which Healers knew what they were doing, and which were completely clueless. I absolutely agree that SE has tackled this issue in the wrong way, as making something simpler is not the same as making something easier, but that leads to a question on the opposite end: Does increasing Job Complexity also increase Job Difficulty? I believe you will get some mixed answers to that question. We can easily conclude however that SE firmly believes complexity = difficulty, therefore the skill floor/skill ceiling issue they are intent on avoiding.
    So instead of teaching the lower performing healers how to play the game they gave the healing role in general a lobotomy so everyone was braindead.

    Can't optimize play when there's only one button to push (heavy /s)

    (8)