


I may be missing some nuances, but also this correction may not be needed to such an extent if healers were allowed to do 50-60% of DPS damage. At the moment I think there is no good excuse for healers to not do comparable damage to tanks.Given that'd otherwise come at no cost (unlike the earlier choices), that'd be, of course, imbalanced. Such would then oblige a decrease to, say, the potency of Broil itself until SCH was back at the rDPS available to any other healer that has no way to trade out its excess healing (since SCH would likewise have no such option at that point).
I'd agree, but between-role balance is irrelevant to in-role balance. (Also, healers ~already average a little over 55% of a DPS's rDPS, no?)
If SCH has no trade-off to taking a lead in rDPS, why would it deserve a notable lead in rDPS? After making ED a generator, not an option, what possible reason would exist for SCH to do be able (now, guaranteed) to contribute more damage than the other healers?
You can swing the role as a whole however you wish after, but there's no good sense in leaving a single job as an unjustified outlier within that role just because said role (together) ought to be higher or lower.
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Tangent:
Personally, I feel like each healer should have a button or few more to manage offensively, Lucid Dreaming removed in favor of generally reduced MP costs (400->250 or so), significant MP costs on their healing abilities and/or less oGCD healing throughput and should be able to do even a good 75% of a DPS's damage if allowed full offensive uptime. I just also think that forgoing all GCD healing for said 100% offensive uptime shouldn't be the norm, even in simple dungeons.
Tanks, likewise, should probably have Tank Mastery stripped from them, with enemy tankbuster damage reduced to compensate and tanks' maximum offensive potency increased to ~70% of a DPS's in compensation.
Last edited by Shurrikhan; 06-01-2022 at 02:56 AM.



Do they? I don't parse and the few estimates I have come across said Healers were ~40% and Tanks ~60%. At this point I would believe anything haha.
I absolutely agree, so I guess the implication which I left out of my previous post would be that a change like that would likely merit boosting the other Healers' DPS in some way as well.You can swing the role as a whole however you wish after, but there's no good sense in leaving a single job as an unjustified outlier within that role just because said role (together) ought to be higher or lower.
I agree with these assessments. I still think that the game should force open buffing/debuffing niches for Healers to have more to do. Even if that means rethinking larger design/balance rules.Personally, I feel like each healer should have a button or few more to manage offensively, Lucid Dreaming removed in favor of generally reduced MP costs (400->250 or so), significant MP costs on their healing abilities and/or less oGCD healing throughput and should be able to do even a good 75% of a DPS's damage if allowed full offensive uptime. I just also think that forgoing all GCD healing for said 100% offensive uptime shouldn't be the norm, even in simple dungeons.
Tanks, likewise, should probably have Tank Mastery stripped from them, with enemy tankbuster damage reduced to compensate and tanks' maximum offensive potency increased to ~70% of a DPS's in compensation.
See fflogs. One doesn't need to parse, themselves, to see the tonnage of data already collected.
I mention this because healers already meet your target rDPS. And while healers as a whole doing 50% of a DPS's rDPS instead of, say, 60% won't stop healers from being played, one healer doing 5% more than it's competitors baseline, at no trade-off, definitely could impact how open that role feels.I absolutely agree, so I guess the implication which I left out of my previous post would be that a change like that would likely merit boosting the other Healers' DPS in some way as well.
So long as those buffs aren't so huge a boon over filler damage that one feels notably obliged to prepop them for every dungeon pull or their solo performance noticeably suffers, sounds good.I agree with these assessments. I still think that the game should force open buffing/debuffing niches for Healers to have more to do. Even if that means rethinking larger design/balance rules.




Reminder for those who wanted to file their feedback via in-game ticket, cause I actually forgotten mine last week D: I just finished turning in mine before making this post.
(also a lowkey bump up attempt)
Last edited by Rein_eon_Osborne; 06-05-2022 at 09:14 PM. Reason: Gah I hate mobile posting
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