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  1. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I like the part where instead of Fast Blade becoming Riot Blade, it's just Fast Blade II, very accurate to the healer design

    Quote Originally Posted by Sparkthor View Post
    Tanking abilities need to have some cooldown, while healing ones need to have a solution where there is nothing left.
    So why is it that a healer can spam every OGCD they like, and still have Medica or Cure2 as the 'fallback option', but when a tank spams out every OGCD defensive they like, they're left dry when the next TB comes and splats them? Why does the healer not have to suffer from 'oops I spent everything now I'm boned' punishment? Can't say 'tank dying doesn't cause a wipe' because often times it very much does spiral into a wipe

    Quote Originally Posted by Sparkthor View Post
    What it would be nice to do is both reducing healing kits of healer, to make them more reliant of GCD heal, and giving some more engaging DPS tools outside nuke/dot. If they had to do mone thing is giving a more flashy burst phase (we are talking the current state of the game), because the other solution : making bosses hit so hard that healer cannot do anything else than healing is not gonna happened.
    Go do P10, or better yet, P10S. Harrowing Hell forces the healers to spam GCDs because it hits so hard. It's not fun. Not even remotely fun. It's just 'use basically every mit across the party, press Cure3/Succor/Helios/E-Prognosis 7 times'. How anyone can honestly think 'make the bosses hit harder so we GCD heal more' is going to lead to more fun gameplay boggles my mind, because I DO fight bosses that make me GCD heal more. The fun doesn't come from pressing those GCD heals, it comes from finding ways to avoid them, despite the higher incoming damage. Dominion was not fun last tier (I was WHM for first clear), J-Waves in TEA was not fun (I was WHM, my job was 'Temp at 5' and cure3 spam), Harrowing Hell was not really that fun (it just required using one braincell to remember 'don't use CDs on the debuff-into-lines bit before HH'). Now, trying to work out how you can get away with doing some Glares DURING Harrowing Hell, that might be a little bit interesting

    Quote Originally Posted by ty_taurus View Post
    "But healers are meant to HEAL" -someone, probably.
    See, I was thinking earlier, how to describe 'what sets apart a Tank, Healer and a DPS', and the conclusion I came to was 'what are the majority of their OGCD skills dedicated to'. Tanks have a GCD loop, but most of their OGCDs are self or party defensive in nature. DPS have a GCD loop, but most of their OGCDs are either damage, damage amp for themselves, or partywide damage 'roids like Battle Litany or Brotherhood. Healers have a GCD (can't say loop, can I), and their OGCDs are mainly healing, healing amp, HOT, Mitigation, etc.

    But, that's the point. it's the OGCDs that are the deciding factor for which role the job belongs to. The GCD loop for the filler is shared across tanks, melee, p-ranged (to an extent, BRD's weird), it's casters and healers that are set apart. And casters get to have their own unique quirks, like everyone's fine with RDM having a proccy system of 4 spells that chain into each other, with Jolt as the 'no procs sadge' backup, or BLM being the 'arcane mage' of the game. But healers are stuck with 'arcane mage' gameplay, without the system that makes arcane mage what it is (burn/conserve phases for MP economy)

    TLDR I am once again asking for Dia to be shorter and ONE more GCD action for WHM this is not an outrageously large ask this is in fact the smallest possible ask I can imagine
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    Last edited by ForsakenRoe; 06-08-2023 at 11:22 PM.