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  1. #25
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Apologies if this seems a bit overly theoretical, but I wanted to address a long-time issue -- healing urgency/value vs. incoming damage. I'll start by approaching this via two questions:
    How could we, when limited to low healing requirements relative to our kits, better feel as if healing is decently urgent and that our heals are worth doing?

    Should there be value in, for instance, healing someone at 1 hp if, even without any active healing, they'd naturally regen to enough HP to survive the next mechanic that'd strike them?





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    Notes on responses:

    :: I'll include my notes in hidden blocks, below, but leave the original quotes immediately visible so you can all see who's been responded to. These would ideally just be duplicates of my responses added to the end of thread as they come up, as to make it obvious to respondents that I've responded to them in turn, but I've run out of daily posts, so I'll have to just gather them here and... hope people notice, I guess.

    Quote Originally Posted by Conchoidal View Post
    In regards to healing urgency, in AOE situations this could be solved by either simply nerfing all relevant DPS heals (e.g. Everlasting Flight, Curing Waltz/Improvisation, Arcane Crest), or...
    A quick note: Nerfing healing output would be about the same as increasing healing requirements (save that the latter is a bit more ambiguous, as it might mean increased damage intake without increasing players' eHP, which then means might mean decreased TTD), except in that it'd be a relative buff to non-Healers' heals. It'd therefore probably be no more likely than generally increased damage intake.

    :: I've gone ahead and italicized "relative to their kits" to make this constraint more clear.

    For tanks there's a few other things they could do, like having more bleeding tank busters which require healers to be aware of both the main and off-tank's health for a time, or have some boss auto-attacks do damage to both tanks simultaneously, or bring back the ability for bosses to crit their auto-attacks. I'd personally think it might be more engaging for tanks if had to swap more often rather than simply using Shirk/Provoke during or after a tank buster.
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    Bleeding tank busters seem a simple but really smart direction to go in, at least with greater frequency, as they increase healing requirements with minimal increased stress or do-or-instantly-die moments.

    It's worth noting that many bosses by now do AA damage to both tanks simultaneously.

    Having bosses crit would kind of do the opposite of bleeds, as they decrease leniency while increasing potential healing waste. That's not necessarily an awful outcome; just figured I'd point it out.


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    Last edited by Shurrikhan; 07-03-2022 at 03:40 PM.