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  1. #11
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    This is a prime example of taking what someone said and warping it into something it isn't in the effort to prove a point. The majority of players that play healer do not only play as healers. Naturally, if there is a problem that applies to the healing role and not the DPS or Tank role, or one or the other, then they obviously are not as affected by those problems because they have a way out. That's what I said. They are allowed to play healer, and they are allowed to enjoy healer, but they naturally are not subjected to the same burden as those who only play healer or who used to only heal, but left the role because of its burdens.
    That's why I said "sounds eerily similar to", not "is". (And noted that no one did that before, but this is far closer to that mark).

    It seems if not you, some of the replies to you, were people saying that such people should have less of a say or be listened to less, or that they weren't knowledgeable about problems in the role or not in a good place to see and discuss them. And that players who did think Healers were okay didn't mainly play them or play through the MSQ with them, and so don't understand that angle, either.

    All of which are untrue to begin with (there are many people who play multiple Jobs and/or roles and actually are masterful at them, understanding the problems and benefits of them), but even if we ignored that and pretended they were, many people that DO exclusively play healer are in disagreement (including through the MSQ and through other content like Trials, Raids, and so on).

    Note also - since you mention taking what someone said and warping into into something it isn't - note I did not say there that you said they are not ALLOWED to play or enjoy healer. I didn't use the word "allowed" at all, other than saying the "not a real healer" insult was not allowed (by ForsakenRoe, I believe it was, who kept insisting I had employed it when I never did and she couldn't quote a single instance of me doing so).

    So why are you defending from attacks I didn't make?

    All I said was it sounds similar to something I was told not to do here (which I wasn't even doing), and seems to be downplaying either the opinions of people that like Healers or suggesting that the only people holding those positions are ones not in a good place to formulate them since they don't play Healers enough - or exclusively enough - to be aware of them. Both of which I was suggesting are untrue. You're attacking the wrong things.

    Anyway, going to go back to not posting in here for a while. It's a little too echo-y in this chamber, not to mention toxic, to deal with on a regular basis.

    EDIT:

    Quote Originally Posted by RyuDragnier View Post
    All the healers could stand to have a 2nd DoT and a modifier.
    Why is it always DoTs... /shakes head

    Not everyone likes DoTs, and they're often boring. Some Jobs having them is great, but why does every Healer.......never mind.

    I will never cease to be amazed by how people always propose DoTs as the solution to things... Not you specifically, Ryu, just in general, that's been proposed so many times. If the problem is Healers all play the same NOW, then having them all have the same solution of "another DoT" (even if they work differently) makes no sense. If the answer is "Well, if the DoT's work differently, the Healers won't feel so samey", then why not just take the ONE DoT they all have now and make them work differently instead?

    WHM's Dia (with a frontloaded damage tick) and SGE's Eukrasia Dosis (being a modifier ability) already work differently. AST and SCH have a basic "place on enemy, does damage" DoT, so those are the ones that really need some window dressing. SCH getting a second DoT that has interplay with Fester and AST's having a shorter duration like 20 sec or something would make them both a bit different.

    Anyway, it's whatever, but I'm constantly amazed by how many people propose that same boring solution. I personally hate DoTs in almost all their incarnations, so "more DoTs" I definitely don't agree on as a worthwhile solution. I'd rather a 1-2-3 combo, honestly; Stone, Water, Aero; Quake, Flood, Tornado...

    If the goal is to make the Healer Jobs not all feel the same, then the answer would be to give one more DoTs but not to give them all more DoTs, since that just ends up in the same position as now, just with more button bloat and everyone more annoyed.

    .

    Asside: I'd also note that 3-4 DPS buttons is a bar already met in some cases, depending on your definition. SGE has Dosis, EuDosis, and Plegma it uses routinely, with Toxicon and Pneuma on standby. WHM uses the most GCDs on "non-Glares" of any of the Healers, with Glare, Dia, Afflatus Solace/Rapture (technically DPS buttons), and Misery, not counting the oGCD Assize. SCH has Broil, Biolysis, Ruin 2, and the oGCD Energy Drain. AST has Malific and Combust and...I guess that's it, with Earthly Star and Macrocosmos as oGCDs. Of all the oGCD attacks Healers have, only Energy Drain is actually a choice (the others are "use on CD" except Macro, which is still used as part of a healing plan, not rotationally), and ED comes at the cost of sharing a resource with healing abilities.

    I think the problem with SGE is that it doesn't use Toxicon/Pneuma as part of its standard rotation and that Plegma has a longish CD so doesn't feel as active - if it had a 15 sec CD (though it'd have to do less damage), it might feel like it's being pressed more (the normal rotation would be Eu Dosis, Plegma, 5 Dosis, Plegma, 4 Dosis, Eu Dosis, Plegma...), it would break up the Dosis spam and feel a little better. And with 2 charges, it wouldn't "feelsbad" if you NEED to use a GCD heal and have to push a Plegma to the right one GCD. (And it's not like SGE uses GCD heals much anyway). Honestly, making Plegma a 15 sec CD doing 45-ish% of the damage it does now would do a lot to "fix" its rotation, but having Toxicon have more frequent use would allow things to spice up a bit more.

    WHM already uses the Afflatus abilities (4 per minute) to break up its spam, though since they're heals, they feel different to use and people often don't want to count them even though they're part of its damage rotation. There's not really an answer to that other than for people to realize they're part of the damage rotation...

    SCH is where we start getting into real problems since it only has 3 spamable GCD abilities, and Ruin 2 has no use case since Broil IV has a 1.5 sec cast time for weaving and extensive slidecasting for movement, making Ruin 2 MOSTLY redundant unless you have a long chain of movement and bad ping, like the Wraith boss in Delubrium (the donut attack where you have to run from one side of the field to the other without much time to stop and even get in a quick cast if you don't have super low ping), a mechanic seldom used anyway. It's pretty clear SCH needs something else added to its damage kit, but it's unclear WHAT. It also sucks because it has the most button bloat of the Healers in a general sense...but they all are useful, so there's not really a lot to trim passed having Physic upgrade to Adlo. Somehow repurposing Ruin 2 could help, and adding another DoT and making Energy Drain work more like old Fester could help as well, though that would double down on the "Don't use Aetherflow for healing abilities" thing, which kinda sucks since Excogitation and Sacred Soil have such nice effects. But another DoT and ED getting the Fester effect of doing +100 potency for each of your DoTs on the target, along with a Thundercloud-like proc where Ruin 2 becomes Ruin 4, would probably be some good changes for SCH. And if Physic is made to upgrade into Adlo, this could all be done without adding a single additional hotbar slot needed.

    And then AST...is where the REAL problem is, since they only have two GCD damage abilities, and they don't even have the rare situational use Ruin 2 option. Worse still, Combust doesn't have a lead tick of damage like Dia, so AST can't even use it as a ham-fisted movement tool like WHM can if it's out of Lilies and still needs more movement. AST has Lightspeed, but Lightspeed (a) is used in the burst to not kill the player's hands and (b) doesn't change the rotation or the recast of Malaific (so it doesn't even change the cadence), it only makes it usable for movement. AST is honestly the worst offender in the DPS rotation department, which is strange considering how many people say Healers are boring right now but that AST is the one they think is the least so...

    Granted, AST is also slated for a 7.0 rework/massacre, so...

    Also note these are just the single target rotations. But the AOE "rotations" are all truly one button. I do agree with what Ty said in the DPS forum about potentially merging single-target (for the most part) and AOE rotations with just a few single target abilities for niche situations like Deep Dungeons and the like.

    Quote Originally Posted by IDontPetLalas View Post
    I agree with your first sentence, however not necessarily with the part in bold as that's the part that leads to a rather dull experience- a copy/paste of each healer. by all means, let one have a few dots (likely SCH), but why not try to be a bit more creative, if possible for the other three healers? Maybe one could have a new DPS burst skill on longer CD, or another could have a proc skill, etc?
    Shocking as it is for both of us:

    I agree with IDontPetLalas.
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    Last edited by Renathras; 03-19-2023 at 04:17 AM. Reason: Marked with EDIT