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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    That's not what I'm suggesting. What I'm suggesting is to concentrate the abilities into classes that make them more identifiable with its role, for example:

    - Why all DPS should be selfish DPS, party buff should be removed from every role and give it to support only. The current mess of buff window, meta comp is because this split between selfish classes and utility classes. The game already have a soft enforcement to encourage party to bring every roles, so this would help the balance issues between different comp. That may also help plucking MCH out of the eternal hole it has been stuck in since inception because it never really have a clear identity.
    There ultimately is no real difference between "selfish" and "utility" outside of single-target buff pairings (DNC -> BLM/SAM); it all just comes down to rDPS. And that hasn't been a detriment to their identity.

    Nor has MCH's (lack of) identity had anything to do with its relative (lack of) utility. Nor has it been stuck in a hole since inception; any holes into which it has sunk were dug over time.

    Why only healers should be in charge of party wide mitigation: yes, they should be removed from DPS and tanks, but that doesn't mean the fight have to adjust down. Instead of melee feint here, caster addle there, tank reprisal later, put all of that on a Regen healer. Instead of Shake here, Samba there, Magic Barrier somewhere else, put all of that on the shield healer. For once, like I said this will help reinforce the role identity. For two, I believe it would open more door for "healer exclusive" mechanic. Why play a healer and dream for a DPS rotation, what about a healing rotation?
    Then that's exactly what I depicted (simply reducing the amount of gameplay available to each role by removing from them anything you arbitrarily decide isn't fully warranted by their "role identity," to the detriment of the game's available complexity and points of engagement), and I want nothing to do with it.

    Slap whatever additional points of enjoyable complexity you like onto Healers as well, but none of them require that you sap mechanics from Tanks or DPS any more than the existence of DPS would somehow warrant that up to 93% of healer GCDs should be spent on a single button.


    Quote Originally Posted by Raven2014 View Post
    I'll be honest, between the MORE HEALING PLEASE and MORE DPS PLEASE, it's a battle I'm full aware I will most certainly lose, but I had picked the side and will stand by it.
    That's not just a battle lost to you. That's a battle unique to you.

    You're about the only one insisting that the two must be mutually exclusive.

    Or, all the more extreme, that any such ultimatum should just be taken in stride if the devs were to insist upon it.
    To almost no one else would a lesser loss of two nonetheless vital components seem worth accepting. Yes, there is a fair bit of talk as to which would be missed more, and which can be more immediately and easily improved upon, but that's it. Few, if anyone, are claiming that they'd be happy if the game only allowed for healing off of 2-4 oGCDs upon swapping all of the healers' curative and damaging keys; the claim is simply that it'd be less contradictory to their GCD budget and may be somehow more fitting than the present situation, not that it'd be good/satisfying/acceptable.
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    Last edited by Shurrikhan; 11-01-2022 at 03:32 PM.