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  1. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ty_taurus View Post
    And I'm totally fine with trying to make the act of healing cut into that Glare usage more. I'm 100% in full support of that, but you cannot convince me that creating a environment where turning that abomination into something like the following example, but with healing instead of damage, in all forms of group-based content including those dungeons, those roulette runs, those alliance raids, etc. wouldn't tear through a massive percentage of the casual playerbase like a sci-fi body horror parasite shredding scientists in half asshole first.

    Honestly... if you swapped out only the spells with "Ver" in them with heals (so, ~40% of the CPM here)... that'd still fall well short of the % of CPM spent on healing in min/lowish ilvl runs in ARR. And it was quite doable --seemingly often even preferred-- even with Cleric Stance's pathetically unpolished implementation/coding issues annoying the heck out of optimizers and casuals alike.

    (Obviously, that'd have to be split differently among GCDs and oGCDs, but the comparison will be rough regardless as we had almost no frequent oGCD throughput back then outside of SCH.)

    I see no reason we can't at least go back to the relative healing requirements of Stormblood by increasing enemy damage dealt (especially) outside of the existing bursts.

    The largest factor that'd gate those who want to engage very little with their kits isn't the portion of time or CPM spent healing, but rather the amount of times reaction + basic blanketing (HoTs, shields) alone wouldn't be enough to keep people alive, requiring them to have memorized when incoming damage is coming and/or to keep oGCDs stored for emergencies. But given the amount of empty space between those bursts and that hits outside of Ultimate are typically either wholly survivable or wouldn't be survivable even with all possible mitigation saved for them... that's a non-issue.


    Tl;dr: I think we need to improve downtime play and the (depth of) interaction available to healers with other forms of throughput regardless, but we can definitely increase relative healing requirements well above what we see today.
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    Last edited by Shurrikhan; 06-16-2023 at 03:02 PM.