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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Well, in either case, we're back to the original point: they increased how many healing GCDs you have to do in some way, now players are feeling like it's very mentally draining to be a healer. And so regardless of the reason that the no-healer runs were happening over there, I maintain the position that 'increase the number of healing GCDs required to keep up with damage' is not the solution to go for here, as it will either A: destroy the casual playerbase, or B: not actually address the issue of 'easier content is boring to people who are good at healers'
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  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Well, in either case, we're back to the original point: they increased how many healing GCDs you have to do in some way, now players are feeling like it's very mentally draining to be a healer. And so regardless of the reason that the no-healer runs were happening over there, I maintain the position that 'increase the number of healing GCDs required to keep up with damage' is not the solution to go for here, as it will either A: destroy the casual playerbase, or B: not actually address the issue of 'easier content is boring to people who are good at healers'
    Sure... for WoW... given how much more healing as portion of uptime or even CPM was already required over there (several to some dozen times as much). Here in XIV, though we're so, so far from that point that I see little issue with making content require a little more healing.

    Heck, without that, it's not as if we can have actual 'heal checks' (rather than mere mitigation checks) in this game.

    I do think we should first prune back the amount of free healing given to WAR and PLD, to be fair (not just because it throws things out of whack, but also because the way they --especially PLD-- provide that sustain is just so damned boring / basically non-optimizable), but even after that I certainly wouldn't mind giving healers a bit more to heal, in no small part because it then makes the DPS portions of the kit (say, back when SCH could juggle up to 5 DoTs in ARR) that much more interesting for/from that added pressure opposite DPS optimization, further rewarding fight knowledge.
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