Page 43 of 418 FirstFirst ... 33 41 42 43 44 45 53 93 143 ... LastLast
Results 421 to 430 of 4178
  1. #421
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Why have either do so, as compared to just having higher passive MP regen? The MP on Draw provides literally no difference in gameplay except to punish longer periods of downtime.

    I get that flavor text can look flavorful in its text, but there is no in-practice implication to that added MP on something you would have hit on CD anyways and for which there is no risk to doing so (Draw now cools upon using Draw, rather than upon Play, since they've been decoupled).
    I'm convinced the only reason MP even exists anymore is because BLM's entire gimmick relies on it. Rez is so inconsequential in terms of its impact on most healers and even SMN and RDM don't need much MP sustain to manage a few rezzes with only Lucid that I just can't see any real reason for its existence outside of BLM.
    (3)

  2. #422
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I don't particularly think combos, at least 1/2/3 combos are a huge upgrade over 1 button nuke spamming.

    Casters and healers are all about skill priorities. Black mage for example doesn't have combos and still manages to make really clear whar the rotation should focus on, essentially trying to fit as many high damage spells into the Astral Fire as you can. In that sense, healers could have personal burst phases, where your prompt healing is rewarded with a strong DPS boost.

    In that sense, things like Addersting (If dps neutral) could make gameplay interesting.
    WHM for example could gain a self buff or unlock flashy dps abilities when they heal a party member under 50% HP. Or their Regen Ticks could proc a DPS upgrade (And Aero ticks could proc a Healing upgrade).

    You want to reward healers for healing efficiently and so, having the heal part of their kit sinergize with the dps part, or interact with their class resource is a good first step to design more engaging class mechanics.
    (10)

  3. #423
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by GrimGale View Post
    I don't particularly think combos, at least 1/2/3 combos are a huge upgrade over 1 button nuke spamming.

    Casters and healers are all about skill priorities. Black mage for example doesn't have combos and still manages to make really clear whar the rotation should focus on, essentially trying to fit as many high damage spells into the Astral Fire as you can. In that sense, healers could have personal burst phases, where your prompt healing is rewarded with a strong DPS boost.

    In that sense, things like Addersting (If dps neutral) could make gameplay interesting.
    WHM for example could gain a self buff or unlock flashy dps abilities when they heal a party member under 50% HP. Or their Regen Ticks could proc a DPS upgrade (And Aero ticks could proc a Healing upgrade).

    You want to reward healers for healing efficiently and so, having the heal part of their kit sinergize with the dps part, or interact with their class resource is a good first step to design more engaging class mechanics.
    I actually like this idea. Essentially we want to make sure healer's are kept busy with using most of their toolkit rather than sticking to one button spam with the occasional needed heal.
    (1)

  4. #424
    Player
    Hyperia's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    1,429
    Character
    Aileen Pureheart
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GrimGale View Post
    WHM for example could gain a self buff or unlock flashy dps abilities when they heal a party member under 50% HP. Or their Regen Ticks could proc a DPS upgrade (And Aero ticks could proc a Healing upgrade).

    You want to reward healers for healing efficiently and so, having the heal part of their kit sinergize with the dps part, or interact with their class resource is a good first step to design more engaging class mechanics.
    I agree that healers should get a bonus for doing their jobs but I would prefer that it not involve freaking out players by intentionally letting them get low so we can get a buff.

    I’d rather tie healer dps to the overall groups health percentage. The higher the groups health, the bigger the dps. Dead players would be a whole 10% dps loss each on the healers. Rez them, heal them, then back to dps.

    Healer first, dps second.
    (0)

  5. #425
    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 Hyperia View Post
    I agree that healers should get a bonus for doing their jobs but I would prefer that it not involve freaking out players by intentionally letting them get low so we can get a buff.

    I’d rather tie healer dps to the overall groups health percentage. The higher the groups health, the bigger the dps. Dead players would be a whole 10% dps loss each on the healers. Rez them, heal them, then back to dps.

    Healer first, dps second.
    Ofc then the issue would be the incomming damage not being enough to warrant the use of healing spells.

    When I said sinergy between healing and dpsing I didn't mean to make one dependant on the other:
    Imagine your dps being dependant on your healing but there is nothing to heal, that would make your kit crumble and your gameplay feel awful.

    As for having the DPS of a character tied to their health percentage, I don't think that's as good as an idea as you might think. It would make HoTs pretty undesirable and shields completely busted. Burst healing will become even more mandatory, which indeed might incentivize players to use their GCD tools but it might make other tools obsolete.
    (9)

  6. #426
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by GrimGale View Post
    Ofc then the issue would be the incoming damage not being enough to warrant the use of healing spells.

    When I said synergy between healing and dpsing I didn't mean to make one dependent on the other:
    Imagine your dps being dependent on your healing but there is nothing to heal, that would make your kit crumble and your gameplay feel awful.

    As for having the DPS of a character tied to their health percentage, I don't think that's as good as an idea as you might think. It would make HoTs pretty undesirable and shields completely busted. Burst healing will become even more mandatory, which indeed might incentivize players to use their GCD tools but it might make other tools obsolete.
    Plus, it creates perverse incentive to try to either a) overheal, if the healing is not itself a DPS loss, or b) pass off the actual healing to the cohealer if the healing is a DPS loss.

    Higher HP = more damage on a move is the kind of ability that makes sense in a different game, like some eras of FF11 (there's a lot of bad things that can trigger off someone even being lower than 76% HP, among them certain mobs linking). Or any game where in the incoming damage is really high, and the cathartic "payoff" to succeeding at a healer check is to blast off the "the party is back at max HP, eat it" button. It's not good in FF14, which requires little healing and what healing tools do exist are most efficiently used when the target is at low health. Essential Dignity and Excogition even have "meant to be used on a badly hurt party member) built into their mechanics.

    They removed Spirits Within's "higher HP = higher potency" clause in FF14 for a reason.
    (0)

  7. #427
    Player
    Alpheus's Avatar
    Join Date
    Aug 2013
    Posts
    335
    Character
    Alphyn Vyrs
    World
    Faerie
    Main Class
    Arcanist Lv 100
    Could have shields grant healers a buff that scales with dmg negated, HoTs with the overall heal(whether it's healing damage or not but with a bonus if it is actively healing lost health). All healers have barriers, and HoTs, the only issue with this hypothetical I put forward is that it rewards Crit stats as both HoTs and GCD shields can crit. They could adjust the oGCD shields WHM and AST have so that they also can crit their barriers (not to the extent a SCH or SGE can since they are CDs and are essentially free). Whether these are personal damage buffs, or party aura buffs can be decided on separately heck just maintaining these buff can build a enochian like gauge that each healer can then spend on something (which could be buffs), but this change should allow for the healing kits to actually interact with the rest of a healer's kit.

    This allows Regen healers to be a bit more straightforward with their HoTs buff and Shield healers can be a bit more proactive with shields, basically giving shield healers a choice to how they want to react to incoming damage i.e: Next incoming damage wont kill us but I can shield it anyway to bank a buff/build gauge or I can keep DPS'ing and just heal up afterwards, and being rewarded for it, while the Throughput Healers can simply focus on their diligence for maintaining their HoTs and deploying their pocket oGCD shields. This will focus Throughput Healers as being shaped by diligence and Shield Healers on their proactive-ness, and just like how all 4 have shields and regens in their kits somewhere you need both diligence and proactiveness to succeed as a healer or at least that can be the ideal.

    My dumb hypothetical was simply trying to add choices for the healers to make that are approachable choices, meaning it's introducing choices where there aren't any but not in a way where one would be paralyzed with said choices, in my incoming damage example, the damage is gonna be dealt and as a healer you still have to deal with it, but now there is a nuance present if you wish to take it. This change would make it a bit more MP intensive but SE could buff piety a tad and actually make it something that enables a decision making moment for sub stats for once. And lastly, this dumb proposal of mine wouldn't obviate the reworks healers still need such as WHM in general, lackluster Fairy Gauge interactivity and so on.
    (0)

  8. #428
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Why have either do so, as compared to just having higher passive MP regen? The MP on Draw provides literally no difference in gameplay except to punish longer periods of downtime.

    I get that flavor text can look flavorful in its text, but there is no in-practice implication to that added MP on something you would have hit on CD anyways and for which there is no risk to doing so (Draw now cools upon using Draw, rather than upon Play, since they've been decoupled).
    I was moreso talking about Astrodyne rather than Draw itself.
    (0)

  9. #429
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,644
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hyperia View Post
    I agree that healers should get a bonus for doing their jobs but I would prefer that it not involve freaking out players by intentionally letting them get low so we can get a buff.

    I’d rather tie healer dps to the overall groups health percentage. The higher the groups health, the bigger the dps. Dead players would be a whole 10% dps loss each on the healers. Rez them, heal them, then back to dps.

    Healer first, dps second.
    This... could result in some serious griefing, be it intentional or otherwise. At the higher end, you want specific kill times. Now all you have to do is deliberately take more damage. Tanks could easily accomplish this by mitigating only enough to survive but drop low. What of invulns, three of the four tanks drop to 1 HP. This change makes tank invulns a punishment for both healers, and a DPS loss overall for the raid. This gets much worse at the lower end where tanks often don't mitigate properly. Now healers get punished for a tank mistake, and punished again should the tank die.

    Suffice it to say, this would not go over well.
    (13)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  10. #430
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Hyperia View Post
    I agree that healers should get a bonus for doing their jobs but I would prefer that it not involve freaking out players by intentionally letting them get low so we can get a buff.

    I’d rather tie healer dps to the overall groups health percentage. The higher the groups health, the bigger the dps. Dead players would be a whole 10% dps loss each on the healers. Rez them, heal them, then back to dps.

    Healer first, dps second.
    You're asking for healers to get punished for things they often have no control over.
    Your suggestion was probably to encourage healers to keep the party constantly healthy, perhaps at something like 70%+ and only dps once that is achieved so everyone definitely focusses on healing first and the "no heal green DPS" problem is forever solved.
    But, whether you like it or not, healing efficiently often means letting people drop or not healing right the instant the damage hit. With your suggestion that isn't an option. Waiting for 8s more seconds until the oGCD comes off cooldown will now be a dps loss. You see low HP bars, you better play whack-a-mole with them or lose dps.
    A party not mitigation, a co heal wasting your resources by sniping, people eating extra, someone dying for whatever reason, people missing aoe heals from standing in Narnia will all punish you twice. All of that is already punishing because you have to use extra resources to correct what happened, often having to use GCD heals. The difference between a party mitigating properly and one that doesn't is huge, moreso with EW and the additional mitigation and heals several classes got.
    It would also completely go against how skills like Excog, Bene and ED work as they profit from having lower HP and 3 of 4 invulns that result in the tank dropping to 1 HP. It would also go against how Regens work because while powerful they'd be too slow to not result in a noticeable dps loss.
    (13)

Page 43 of 418 FirstFirst ... 33 41 42 43 44 45 53 93 143 ... LastLast