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  1. #22
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,369
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    More damage isn't more casual friendly. It seems truely casual people don't agree that it's to their benefit. It's also almost exclusively proposed and supported by higher end players, suggesting it's more what they want, something hardcore friendly, not something casual friendly. More damage is going to be more difficult for casual Healers than is Cure/Medica spamming. And "old content friendly" is completely irrelevant, since SE......we've had this exact conversation before, so I'm not going to retread the ground.
    Imagine a situation where a casual player is struggling to keep up with the incoming damage of the fight. Now imagine we have two universes, and in each one, one of the two suggestions was put in place. In the 'healers now have more tools to do damage with' universe, the casual player feels no difference between the 'Source universe' as it were, that we have now, and their hypothetical universe, because they're busy fighting for their lives to GCD heal through the pain. In the other hypothetical universe, the healing requirements were increased, and as such the casual who was already struggling to stay afloat versus the oncoming damage, now is unable to keep up and the party wipes. When I say 'casual friendly', I mean that 'in an emergency, this change can be ignored for the sake of keeping the party alive'. You can't ignore an extra 20% (or however much) HPS requirement, or people drop dead.

    And if we were to change the healers so that they have less OGCDs, but their GCDs cost less mana and have half as much of a GCD (so, say a 1s GCD), that'd definitely have an effect on how old ultimates and savages would work re: healing patterns. Just the fact that you would have to stand still to hardcast things would be a massive change, the difference between WHM and AST mobility in UCOB frankly feels like I'm griefing if I go WHM. They can solve that by moving Rapture to 70 and PI to 76 though

    oh, and if you had asked people 'which would you rather SE design fights like more, regular design where things hit like wet noodle, Abyssos with harder hitting raidwides and bleeds after to emphasize mitigation, or Barbariccia where it's not the damage that's the challenge, but the frequency it comes out at', I'd put real money on most people saying Barb, because, again, there's no difference to me if we have a raidwide every 2mins, or every 1 min, I can pretty much kitchen sink it with whatever combo of Physis, Kera, Holos, a shield, Panhaima, Pneuma after, bla bla. If the raidwides hit less hard, but came out every 20 seconds, we'd have to ration stuff out more. You can look at P6S and P7S for great examples of 'the boss hits you hard, once, then you can AFK for like a whole minute', its the same for tanks too, I'm pretty sure the first two tankbusters in P7S are EXACTLY one minute apart but I've not been in there in yonks.
    (5)
    Last edited by ForsakenRoe; 03-20-2023 at 09:11 PM.