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  1. #1
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    765
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Healers have several problem in base design:

    - One of the problems is down to how damage is applied in this game. Constant damage doesnt realy exist, its nearly always bursts. If this would change, you can have more variety in healers. Currently its realy just down to how much a healer can dish out in healing over a certain timespan.
    - Another issue is that healers do not have a reliable fallback in 4man duties in case they die. A tank can be revived. Yet a healer relies on a select group of DPS chars to achieve this. This means that damage of enemies has to generaly stay low. Because of this, you can rarely create a dangerous situation for a healer. Since if the healer lacks HP to survive and relies on strict healing moments, it is very likely going to cause a deadlock where progression cannot be achieved (causing healers to get kicked for the wrong reasons).
    - If healers get more damage, their damage output becomes a key factor again. For savage this would be fine, but outside of it, it would be a problem. High healer damage must then also be included in the balance, and in turn will cause a healer to drop their healing in favor of damage, resulting in more deaths happening, just because they want to push towards more damage. The current damage is weak, but guarantees that even if the healer is wasting a few too much GCD cycles, that it barely matters. Since 1 dead teammate negates all the healer effort at dps then. This safety means the healer can effectively never get more damage, or it would break.
    - And since dps is low, why give them complex rotations? Its not going to be rewarding. And if they would be, they need to be simplified enough in such way healing can always go inbetween without disrupting that damage. And in the end, you will still be forced to remain weak in dps

    And without those features, this means healers will generaly end up feeling the same.
    (3)
    Last edited by UkcsAlias; 10-31-2022 at 11:43 PM.

  2. #2
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Healers have several problem in base design:

    - snip
    - If healers get more damage, their damage output becomes a key factor again. For savage this would be fine, but outside of it, it would be a problem. High healer damage must then also be included in the balance, and in turn will cause a healer to drop their healing in favor of damage, resulting in more deaths happening, just because they want to push towards more damage. The current damage is weak, but guarantees that even if the healer is wasting a few too much GCD cycles, that it barely matters. Since 1 dead teammate negates all the healer effort at dps then. This safety means the healer can effectively never get more damage, or it would break.
    - And since dps is low, why give them complex rotations? Its not going to be rewarding. And if they would be, they need to be simplified enough in such way healing can always go inbetween without disrupting that damage. And in the end, you will still be forced to remain weak in dps

    And without those features, this means healers will generaly end up feeling the same.

    Sorry, none of what you wrote makes much sense to me:

    1- you're saying that damage has to stay low in dungeons because the healer might be in danger. What? The healer isn't alone, and in a number of dungeons a healer isn't even needed. if a group DOES take a healer, then if the healer is using their tools appropriately with their group, then the healer shouldn't be "in danger" , especially if the healer is also using their considerable tools such as (e.g.) WHM aoe stun that will quite literally stop damage or ofc SCH with one of the best AOEs.
    2- If healers get more - who asked for "high" damage by the way?- where is your evidence that there would be more deaths, since typically things dying faster lead to less mechanics being observed, and less deaths. Not to mention that if we are talking about casual content, those people who don't want to hit those DPS buttons, won't hit them- they don't now, and no one can force them to.
    3- Who has asked for complex rotations? I haven't seen any one yet asking for rotations that are as complex as DPS rotations, however healers in this game have the least complex DPS rotations of any game I have seen, and the least of any job in this game. Your statement of "they need to be simplified enough in such way healing can always go inbetween without disrupting that damage" - well right now there is one button that is hit most of the time. Considering that damage is scripted, someone who is experienced is well pas the point of being able to have more complexity and decision making , and to expand upon that- and consider that healers don't spend all of their time in group content. Not all of their time is thinking " oh noes, will poor Timmy die to the next raidwide if I hit my glare".
    (12)