Page 47 of 160 FirstFirst ... 37 45 46 47 48 49 57 97 147 ... LastLast
Results 461 to 470 of 1594
  1. #461
    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 Tychonius View Post
    Yea, that's kind of what it boils down to. Healers are like toupees, you only notice the bad ones. The ideal healer just quietly does their job of negating any unavoidable damage and you don't even notice that they are doing that unless they are bad at it and let you die.

    That's why I think in order for healer to be a reasonable role in a more casual game that isn't comfortable just making content straight up impossible without an amazing healer you need to have some kind of way of translating overheal into additional damage. Currently that's done by making healers attack instead of heal when everyone is already at full health. The issue with that is that because damage is a secondary role for healers their rotations are kind of bleh.

    I would prefer a mechanic where the extra damage comes from more healing, like having the ability to build up some kind of overheal resource that gets spent to deal extra damage, or being able to pulse any healing that exceeds the targets hitpoints to nearby enemies as damage, or something like that.
    Please no. This is probably the worst way to solve healer issues.

    Rewarding overhealing with the only thing that really counts in this game, namely damage, is a terrible idea.
    What gives healers the tiniest of skill ceilings?
    Knowing when to heal but, more importantly, knowing when not to heal.
    The former is easier to see than the latter. Low HP bar and aoe cast? Heal.
    The latter, however, requires keeping an eye on more things: how much mitigation does the party currently have? Are regens already ticking? Does the co heal prepared a heal to use any moment (Summoned Seraph, Star, Macro buff on the party, Plenary applied etc)? How much damage does this attack do, is the current HP pool of the party enough and how much time is there until the next damage? Does someone have a vuln stack (or multiple) and needs extra attention to survive?

    The key is finding the balance between healing as much as necessary to keep people alive and no more than that and use the rest of the time to actively dps.
    The moment you reward overhealing with damage there is much less thought to healing because you can simply heal all the time without any coordination whatsoever because overhealing now translates into damage. Please don't give all those Medica II bots out there that use it 4 times in a row when everyone is already at 70%+ after the raidwide went through even more reasons to defend their abyssmal and wasteful gameplay.
    Besides it might result into a different way of chadding the co heal: wait until they healed and then heal when everyone is full HP because now you get a damage boost. Yay!

    When we need is meaningful downtime gameplay that has some variety and identity to it and requires a function brain to maximize in the form of more dps-related buttons and preferably synergies tied to them.
    We've been treated long enough as we don't have a functioning brain, making overheal translate into damage would be the worst offender yet.
    (13)

  2. #462
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Tychonius View Post
    I would prefer a mechanic where the extra damage comes from more healing, like having the ability to build up some kind of overheal resource that gets spent to deal extra damage, or being able to pulse any healing that exceeds the targets hitpoints to nearby enemies as damage, or something like that.
    Quote Originally Posted by Rilifane View Post
    Please no. This is probably the worst way to solve healer issues.
    I have to agree with Rilifane on this one, Tychonius. That's no smaller a change than just giving back healers a halfway decent offensive kit, yet probably far more gimmicky and less satisfying. I'd much rather have distinct, and varied and fitting, downtime tools.
    (10)

  3. #463
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Well there is *one* small bonus to overheal = damage. It's not enough to make me want it, but it'd be entertaining nonetheless. Could you imagine the spittle-flecked rage that would come from "I heal ONLY!" crowd? Now you're FORCING them to either heal carefully between their dance emotes or they might...deal a little damage. *agonized wailing*
    (11)

  4. #464
    Player
    akasha_arts's Avatar
    Join Date
    Apr 2022
    Posts
    12
    Character
    Akasha Arts
    World
    Mateus
    Main Class
    Scholar Lv 90
    Just wanted to throw my 2 cents in that healers should have a better DPS rotation. All of them basically boil down to 1 DOT and 1 single target attack with some healers getting a occasionally pressed DPS ability for razzle dazzle.

    I think something similar to what tanks have for dps rotations would be nice. A 1-2-3 combo with that leading to bigger burst attacks.
    (9)

  5. #465
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    It boggles my mind that SE won't give one of the healers the ability to indirectly do DPS by way of throwing GCD buffs onto other party members. It ticks so many boxes that I can only assume that it's sheer laziness that it hasn't been attempted properly.

    It instantly solves the 'I want to be a healer and not DPS but still want to contribute' head cannon.

    It offers up a legitimate alternative style of play, something that's sorely lacking within the role.

    Remember Lamitt's fire arrow augmentation from the 1.0 cinematic that the CGI team took the liberty of adding in? Yeah.....

    It's a concept that has so much room for interesting mechanics and positional goodness that healers otherwise never get to see.
    (14)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #466
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by akasha_arts View Post
    Just wanted to throw my 2 cents in that healers should have a better DPS rotation. All of them basically boil down to 1 DOT and 1 single target attack with some healers getting a occasionally pressed DPS ability for razzle dazzle.

    I think something similar to what tanks have for dps rotations would be nice. A 1-2-3 combo with that leading to bigger burst attacks.
    I'd actually prefer it be proc-based like RDM and DNC, that way there'd be no interrupting rotation when needing to throw an emergency heal or raise, and the unpredictability of it would not make it feel like the 111111111111111 rotation was just replaced with 123123123123123 instead
    (3)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  7. #467
    Player
    Silverbane's Avatar
    Join Date
    Feb 2015
    Posts
    1,125
    Character
    Z'nnah Silverbane
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by Sebazy View Post
    It boggles my mind that SE won't give one of the healers the ability to indirectly do DPS by way of throwing GCD buffs onto other party members.
    Oh, you mean like Scholar's Chain Strategem's 10% increase in Crit rate?
    Or doesn't that count since it is applied to the target, not the party members?
    (0)

  8. #468
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Sebazy View Post
    Remember Lamitt's fire arrow augmentation from the 1.0 cinematic that the CGI team took the liberty of adding in? Yeah.....
    It's actually a recurring thing in the FF franchise, "En-" (or sometimes Sword Magic) spells that add Elemental bonus effects to weapon attacks.

    You can actually see some ARR mobs still using this, like some Amaljaa will use "Enfire", some Ixali will use "Enaero", etc.

    I always thought it was odd that FFXIV had nothing similar, but then I always thought it was odd that FFXIV just ignored elemental vulnerabilities. Even if you disable them on bosses for Balance™, you could at least enable it on open-world mobs where nothing matters anyway, just to have some flavor...

    And despite the devs's sincere hopes, the grotesque and irritating Eureka spinny wheel was not the same thing.

    ...Anyway, I guess few people want a world where you choose the correct En-spell to apply to your fighters to make a dungeon go faster. But it could still make for a fun bonus effect that, as you say, allows a Healer to contribute damage support without having to actually strike anything themself.
    (4)

  9. #469
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Silverbane View Post
    Oh, you mean like Scholar's Chain Strategem's 10% increase in Crit rate?
    Or doesn't that count since it is applied to the target, not the party members?
    sebazy said gcd. chain, cards and divination are not gcds
    (4)

  10. #470
    Player
    Sani2341's Avatar
    Join Date
    Jul 2017
    Posts
    305
    Character
    Yo-tsu Amilar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Silverbane View Post
    Oh, you mean like Scholar's Chain Strategem's 10% increase in Crit rate?
    Or doesn't that count since it is applied to the target, not the party members?
    pretty sure the idea was more along the lines of say a .5% buff(or whatever other number would on average be equivalent to a glabrolificis) applied with a GCD on a rather short coooldown to shake up the repetitive nuke spamm, rather than an oGCD you press once a minute between nukes
    (1)
    Quote Originally Posted by TheMightyMollusk View Post
    So who wants to go tell the god of wisdom and magic and king of the Viking pantheon that his robes aren't manly enough?

Page 47 of 160 FirstFirst ... 37 45 46 47 48 49 57 97 147 ... LastLast