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  1. #1
    Player
    Callypso's Avatar
    Join Date
    Apr 2022
    Location
    Limsa
    Posts
    4
    Character
    Callypso Calhoun
    World
    Coeurl
    Main Class
    Goldsmith Lv 90
    Controversial opinion: Healers are TOO good, the amount of self healing they have is ridiculous. Most classes can do perfect bursts + an LB and healers can just heal through the entire thing while running to their team across an entire frontline map. It's one thing if there are multiple healers in formation overlapping AOE's or something. But them being able to run across an entire map soaking several rotations and a LB is quite frankly unacceptable. Healers need a self heal penalty, full stop. Don't touch their potency, they can cure their party members for current values, that's punishment for people not focusing healers. But their self sustain needs to be cut by AT LEAST 20% if not more. If a healer gets caught too far from their group they should be punished for it, not able to heal themselves from one end of the map to the other.

    Not to mention how badly this gets exacerbated by ANY level of battle high, which i believe needs to be removed entirely i also think they need to add status resistance like in PVE so you cant be stunned, then stunned, then stunned literally back to back.

    And don't get me started on how as a WAR my status invuln period is a JOKE since whm can imp me leading to instant death before i can take advantage any of my potency increases the second they see me glowing... i need to go fury -> whetting -> rend -> cyclone to match DRG's one button press that does 30K vs my 32k while giving them an 5s ACTUAL invulnerability window while also gimping my own resources since i need to HOLD cyclone / Primal for burst since fury doesn't put them off CD or even lower it.
    (0)

  2. #2
    Player
    Bjorn-Kobito's Avatar
    Join Date
    Feb 2021
    Posts
    42
    Character
    Bjorn Kobito
    World
    Mateus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Callypso View Post
    Controversial opinion: Healers are TOO good, the amount of self healing they have is ridiculous. Most classes can do perfect bursts + an LB and healers can just heal through the entire thing while running to their team across an entire frontline map. It's one thing if there are multiple healers in formation overlapping AOE's or something. But them being able to run across an entire map soaking several rotations and a LB is quite frankly unacceptable. Healers need a self heal penalty, full stop. Don't touch their potency, they can cure their party members for current values, that's punishment for people not focusing healers. But their self sustain needs to be cut by AT LEAST 20% if not more. If a healer gets caught too far from their group they should be punished for it, not able to heal themselves from one end of the map to the other.

    Not to mention how badly this gets exacerbated by ANY level of battle high, which i believe needs to be removed entirely i also think they need to add status resistance like in PVE so you cant be stunned, then stunned, then stunned literally back to back.

    And don't get me started on how as a WAR my status invuln period is a JOKE since whm can imp me leading to instant death before i can take advantage any of my potency increases the second they see me glowing... i need to go fury -> whetting -> rend -> cyclone to match DRG's one button press that does 30K vs my 32k while giving them an 5s ACTUAL invulnerability window while also gimping my own resources since i need to HOLD cyclone / Primal for burst since fury doesn't put them off CD or even lower it.
    Uh, I know you probably just had a bad match but healers are not that strong lol. Our heals barely heal for all that much at all. WAR has the craziest CC out of all of the jobs with a AoE stun on a 15 sec CD. I would gladly trade turning someone into an imp for that. I do think we need resistances or at the very least diminished durations on back to back debuffs being applied though. You can full stop stun lock someone if your team plays coordinated enough.
    (13)

  3. #3
    Player
    Callypso's Avatar
    Join Date
    Apr 2022
    Location
    Limsa
    Posts
    4
    Character
    Callypso Calhoun
    World
    Coeurl
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Bjorn-Kobito View Post
    Uh, I know you probably just had a bad match
    I've played 40 matches of frontline since 6.1. I'm talking about players who know, use their kit OPTIMALLY. Weaving sprint after nature -> cure 2 to continue to gain distance. Forcing me to burn my own HP to gap close w/ onslaught alternating between blota pulls and procing their 12K shield every time.

    It isn't something that has happened once in 40 games. It happens in about 1/4. I go to punish a lone healer trying to claim a remote node. Then despite using my LB and doing perfect rotations they still close the entire maps distance back to their base. I've determined this to be a mistake and stopped. Because I KNOW I cant kill them 1v1 unless they're a bad player.

    I didn't have a "bad game". The fact potency in PVP is now 1:1 damage before mods makes crunch incredibly easy.

    People claiming that WHM mitigation is 2 "whole" additional heals don't understand their class. They can imp -> cure 2, then Seraph Strike for 10% mitigation and get a free instant cast cure 3. Cure 2/3 stacks regen every 15s once used. When hit with primal rend a good player will reflex Aquaveil for 12K shield instantly and it refreshes every 20s, and if they miss timing with rend, while sprinting away they can force a proc when reeled back in via Blota. Rend being 15s means NOTHING when you have Veil + Purity so you ALWAYS have a debuff cleanse 1v1. GOOD players can ALWAYS proc 12K shields off veil. This on top of Gaurds 90% mit for 5s every 30s like everyone else & the standard 4x 15K pot heals w/ 1 refreshing every 15s via MP regen.

    This isn't a matter of opinion. It's objective parsing. Numbers don't lie. WHM literally has more healing potential than I can burst at them WITHOUT their LB let alone with when played correctly.

    I can tell you 50% of WMH players are bad because when I suicide bomb them as WAR they don't immediately veil -> miracle -> seraph -> cure iii like I do while I'm playing WHM. Just like I can say 50% of war mains are bad because they don't pre-use whetting before rend to gap close after blotaing a target to proc scream causing them to DIE almost immediately once focused. Especially since 80% of them forget to guard as they retreat after CC (if they even survive that long) while using medkit + sprint weaves to rejoin their party.

    Anyone who wishes to try to dispute this can go ahead and do the math. You'll find when both players are playing optimally Eg WHM prioritizing self heal and kiting w/ a WAR prioritizing max DPS I'm Correct. Then remember that's with WAR USING A LB and WHM not even having to.

    WHM LB cures 2K more than my entire LB buff to CC + REND & 4 cleaves can do, assuming they JUST take it without imping me. Which depending on their timing can cost me TWO of my 6 buffed GCD's instead of just 1 which is a 16~32k potency loss.
    (0)
    Last edited by Callypso; 04-14-2022 at 01:50 PM.

  4. #4
    Player
    LaNmower's Avatar
    Join Date
    Sep 2015
    Posts
    21
    Character
    Salvador Flam
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    Quote Originally Posted by Callypso View Post
    Controversial opinion: Healers are TOO good, the amount of self healing they have is ridiculous. Most classes can do perfect bursts + an LB and healers can just heal through the entire thing while running to their team across an entire frontline map. It's one thing if there are multiple healers in formation overlapping AOE's or something. But them being able to run across an entire map soaking several rotations and a LB is quite frankly unacceptable. Healers need a self heal penalty, full stop. Don't touch their potency, they can cure their party members for current values, that's punishment for people not focusing healers. But their self sustain needs to be cut by AT LEAST 20% if not more. If a healer gets caught too far from their group they should be punished for it, not able to heal themselves from one end of the map to the other.

    Not to mention how badly this gets exacerbated by ANY level of battle high, which i believe needs to be removed entirely i also think they need to add status resistance like in PVE so you cant be stunned, then stunned, then stunned literally back to back.

    And don't get me started on how as a WAR my status invuln period is a JOKE since whm can imp me leading to instant death before i can take advantage any of my potency increases the second they see me glowing... i need to go fury -> whetting -> rend -> cyclone to match DRG's one button press that does 30K vs my 32k while giving them an 5s ACTUAL invulnerability window while also gimping my own resources since i need to HOLD cyclone / Primal for burst since fury doesn't put them off CD or even lower it.
    A WAR of all jobs complaining about another job being too good in PvP lol
    (7)

  5. #5
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by LaNmower View Post
    A WAR of all jobs complaining about another job being too good in PvP lol
    Yes it must be upsetting that you can't run through the enemy team and kill the healer in 5 seconds without assists. And dear lord you can't even keep harassing the healer if so much as 3 of the enemy team comes to the healers defense, they can kill you with just a handful of bursts!

    Seriously though, the number of times WAR can just ignore self preservation and blast right through to stun lock the back ranks is ridiculous, of fucking course the healer should be able to self-heal through it at the very least. Healers also definitely don't have super extra self-sustain that let's them solo everything. For WHM it's just aquaveil. Cure isn't an instant cast so it's completely worthless for emergency self-healing, and Seraph Strike means jumping in the middle of the fray and the heal follow up is also delayed.
    (3)
    Last edited by ThorneDynasty; 04-18-2022 at 08:51 AM.