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  1. #1
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Elesh View Post
    It may not have been ORIGINALLY designed around that. But it IS balanced around the asusmption of that.

    Enrage timers are balanced around healer dps. Try clearing any extreme trial or savage on launch with two 0 dps healers and tell me again that content is not CURRENTLY designed around healers dpsing.
    I've been there and done that. Failed enrage timers are generally caused by low dps output to begin with being paired with DPS players also dying to mechanics making that low output even lower. Having healers DPS just provides a small amount of wiggle room for the DPS to players to be lackluster provided the healer isn't ignoring healing duties to focus on their dps parse. Something that would happen far more often if they added more to healer job dps kits. This I feel is caused by NA culture trying to turn as many things as possible into a speed run.

    As the guy you replied to said. One of the issue's I see frequently is healers only wanting to play with pro level players because randoms are too much work when they eat mechanics and need additional heals then when they get their party of pro players who only take damage from unavoidable roomwide AoE's they complain about being bored because they're only using 2-3 spells.
    (5)

  2. #2
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,487
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by RitsukoSonoda View Post
    I've been there and done that. Failed enrage timers are generally caused by low dps output to begin with being paired with DPS players also dying to mechanics making that low output even lower. Having healers DPS just provides a small amount of wiggle room for the DPS to players to be lackluster provided the healer isn't ignoring healing duties to focus on their dps parse. Something that would happen far more often if they added more to healer job dps kits. This I feel is caused by NA culture trying to turn as many things as possible into a speed run.

    As the guy you replied to said. One of the issue's I see frequently is healers only wanting to play with pro level players because randoms are too much work when they eat mechanics and need additional heals then when they get their party of pro players who only take damage from unavoidable roomwide AoE's they complain about being bored because they're only using 2-3 spells.
    This. I see people complaining all they do is spam Stone and I think "Do you queue with randoms? Because it doesn't sound like you do". Or if they do they deliberately don't heal because people were people and picked up a vuln or took some damage or whatever. Pear-shaped groups are my favorite. They keep me so busy. They challenge my ability to be the glue that holds things together and I get to be a Big Damned Hero when I pull it off.

    I do think those smoother DF groups are boring and would like more to do, though not dps. I'd rather get support abilities like buffs or debuffs or damage shields to maintain. It means I'd be even busier in pear-shaped groups but that's fine with me. Give me those plates to balance. I'm up to the challenge.
    (3)