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  1. #1
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Aravell View Post
    For the people saying that healing requirements should be increased to fix healer engagement issues, think for a moment, how much increase would the healing requirements need in order to fully engage a veteran healer and remove a large portion of downtime? Would the average healer be able to keep up at all?

    In the end, wouldn't such a move be much more destructive to the healer population than just giving something more to do during downtime?

    It also requires every single encounter being reworked. Every encounter from the base game and 4 expansions. I don't think that healing requirements will ever be increased, as you allude to.

    Making a more robust DPS "rotation" for downtime is MUCH easier and can be done without any changes to encounters. You just need to make an "optimal rotation" with the new abilities deal the same amount of potency as 1 DoT and 12 Glare/Broil/etc. Maybe a bit more to reward good play and make room for mistakes.

    ALSO, changing up the DPS abilities means that you're not raising the skill floor for the healer. Bad healers can still just sit there and focus on healing and not touch DPS. "OK" healers can maybe fumble around with it, etc.
    (3)

  2. #2
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by LeonKeyh View Post
    It also requires every single encounter being reworked. Every encounter from the base game and 4 expansions. I don't think that healing requirements will ever be increased, as you allude to.

    Making a more robust DPS "rotation" for downtime is MUCH easier and can be done without any changes to encounters. You just need to make an "optimal rotation" with the new abilities deal the same amount of potency as 1 DoT and 12 Glare/Broil/etc. Maybe a bit more to reward good play and make room for mistakes.

    ALSO, changing up the DPS abilities means that you're not raising the skill floor for the healer. Bad healers can still just sit there and focus on healing and not touch DPS. "OK" healers can maybe fumble around with it, etc.
    DPS abilities also help to improve the average level of healers who can't manage high DPS uptime as well. Having more DPS skills that hit harder means needing less optimal Malefic / Dosis / Glare / Broil hits to reach a similar level of DPS output as a top-tier healer -- which in turn grants more leeway to average or below-average healers to keep up with the best ones.

    The only healers that suffer from this is the healers who refuse to DPS at all --- if SE is trying to balance 0 healer DPS with top-tier healer DPS rather than average healer DPS with top-tier healer DPS, then they're trying to make someone who does nothing for over 90% of the time comparable with someone who do DPS 90% of the time.
    An actual fallacy in itself. No wonder healer role is in shambles.
    (8)