



If they’re running the dungeon blind they very well might still get clipped by unexpected mechanics. Perhaps that’s enough for them.Right but the point is not 'can the savage-clearing DPS clear the DPS requirements', it is 'the savage-clearing DPS will have game sense enough to not stand in every AOE'. For example, in Aldazaal, the turret boss. A regular DPS might stand in one of the side cannon AOEs, or overlap one of the spread markers later in the fight with someone else accidentally. But by having someone that competent, and good at recognising mechanics and how to successfully resolve them, they are reducing the stress of the healer's job to the point where it could be considered a skewed result. If anything, they should just do the test on each role, with trusts filling the rest of the slots, to create a baseline. Essentially, they're running their 'tests' without a control group
I was playing SGE fishing for shield procs cuz I like the light show I get to do when the shield breaks, and honestly? Give every healer a barrier mechanic like that, let healers turn their actions against tank/raid busters into a parry kind of mechanic, where you're rewarded with a an offensive oGCD. It won't make healing with GCDs not cringe or anything, and it is indeed adding rewards to things you should be doing anyway but there would at least be some interplay with the healer's kit that's been lacking while also allowing healers to get something out of knowing when to dip into GCD heals (cuz stuff is going in a bad way). The current reward for doing that is: not burning your MP on a rez, and not having a weakness debuff in play on a party member. Other roles get to have healing dividends for being present in the fight and reacting accordingly (making sure your various mitigation skill pop when needed like Arcane Crest regen or all the various off healing/mitigation tanks can do with their buffs they can throw around to save someone, so why can't healers have those kind of dividends be DPS in nature or anything remotely interesting like being able to proc support buff auras off of barriers being popped and regens being placed?
It can give the Devs room to add fun stuff to the role w/o worrying about healing being de-emphasized, because these would proc off of GCD barriers or oGCD barrier abilities (and I'm not saying make all healers shield/barrier healers, just add after effects/follow up/aftermath effects to some of (at least one of) the barriers pure healers can throw out, and add interactivity to SCH's shields). Even though healing has already been de-emphasized (despite their worries that anything more than simplistic healer design would result in healers being pulled in two directions as opposed to just one, they sure arrived at the same exact "DPS only matters" event horizon all the same).
TLDR: Allow a few actions a healer would already take in any given combat situation and have some of them (or at least one of them) resolve into a "no u" effect to be fired right away or to be stockpiled if the buff window is close to arriving. It'll make healers feel less optional and more present in fights and at least give a sense of feedback for healers along a spectrum instead of a binary "everything is fine" and "there's fire and blood everywhere > smash cut to screen fading to black on a wipe as the fight resets" while also giving more of a sense of push and pull between healers and the boss to alleviate the 1111111121111111 rotation.
Last edited by Alpheus; 06-15-2023 at 03:09 AM.




The problem with the Sage example is that Toxikon is a 100% loss of damage, so it's not at all worth actively trying to generate. It's only a mediocre consequence of being pushed to GCD healing, which SGE really doesn't like doing. There's a lot I'd like to see from SGE, but I really wish that at least for now, they added some sort of situation in which Toxikon was actually valuable. It can't just be 660 potency because then in Savage, SGE would just spam barriers on the tank since they'd break very quickly in most casts, but some conditional aspect that doubles Toxikon's Potency, or giving Toxikon a cooldown--anything because that interaction would be a lot more enjoyable if I knew I was getting something out of it.I was playing SGE fishing for shield procs cuz I like the light show I get to do when the shield breaks, and honestly? Give every healer a barrier mechanic like that, let healers turn their actions against tank/raid busters into a parry kind of mechanic, where you're rewarded with a an offensive oGCD.
I mean yea, its a losing proposition now, but they could take that underlying mech and just add some much needed flair, but the Dev team might be well and truly stumped because their go to card up their sleeve for adding flair to any job is extra thick chonky high potency auto crit/DH abilities and yea someting like that on a Toxikon mech would be untenable. But it doesn't have to be just big damage procs, as an example for SCH, can make oGCD barrier skill and once the shield pops/expire have it grant the target Embrava and have it be a big damage buff for the target for like 8 seconds (relatively brief) since there's usually a raid wide going out when the 2min window is approaching (unless you get trolled by boss jumping away more into the fight but that's always gonna be a risk until you nail down a battle timeline). Now I only used SCH as an example cuz I miss Embrava from my XI SCH, but ideally something like what I just described would ideally go to WHM (just call it something else like Cheer) since it doesn't have any DPS buff to grant the party. Obviously AST wouldn't need a skill at that impactful a level, same with SCH due to Div and Chain Strat already being part of their kits.
Just saying the Devs can get weird with it even if it's technically somewhat homogenizing (not all homogenization is bad, all healers getting a gap closer with appropriately themed gfx for the 3 who lack one would be a good thing actually because it makes the jobs feel more active and snappy which is why SAM RPR DRG RDM BLM and tanks have their movement tech that at least makes things feel interesting for like half a second as you zoom about, it will also help address a pain point they're concerned with which they've up until now addressed by giving really powerful oGCD heals so that healers can throw something out during movement heavy moments where a gap closer also solves this by making the movement get done faster which means you get back to casting/GCD rolling faster).
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