Okay, you all think Aravell's wrong. Got it.
Since this thread has devolved to...whatever this is...all useful discussion has ended. Good job, folks. /golfclap
Okay, you all think Aravell's wrong. Got it.
Since this thread has devolved to...whatever this is...all useful discussion has ended. Good job, folks. /golfclap
Which I'd say is accurate. The reason I didn't include Toxicon (or Ruin II), though, is simply that it's still a DPS loss, while Solace/Rapture -> Misery is not. But since I left Toxicon out, it seemed inappropriate to include Solace/Rapture even if they do contribute ultimately aDPS increases if the consequent Misery is performed under raid buffs.
Anywho, my point was, again, just that it seems ridiculous to pretend that SGE fulfills the community's requests for a "damage focused" healer. It's just more of the same and, due to balance being done individually instead of per healer pairs, that's likely all it can be in terms of output. Gameplay-wise, meanwhile, SGE is as arguably the least damage-focused if only for having to think the least about its damage-dealing.
Which argument?
I realize communication/discussion probably isn't your intent here, but maybe at least a pretense that you're not being purposely vague for effect?
That SGE would be least screwed by being left the same since at least it wouldn't be denying players the option to have back what they already know they enjoyed? To me that seems fair.
That it would be okay to leave SGE in that state, since at least none of its players had been allowed anything more previously? Personally, yeah, I'd disagree with that. Others, probably not.
That, if one had to choose between the two, it'd be more consequential to focus on fleshing out SGE's Kardia mechanic than its DPS focus? Perhaps. Maybe that's why that post got fewer likes than her prior ones. Personally, I consider the two intertwined, since one of the lowest hanging fruit surrounding Kardia is to have it actually scale with damage as to offer SGE more control over its healing dynamics and offer more complexity ("decision-making") in net-optimal uses of said damage.
That SGE is "damage-focused"? Despite your claim here,
I'm not seeing that claim from Aravell within the last several pages.
Pot/kettle
Let's run a hypothetical. Imagine a dungeon boss. it autoattacks the tank and it does raidwides. As a demonstration of this 'increased healing required', in your opinion, how often should those raidwides occur, and how much damage should they do? Exact numbers please, no feelycraft 'often enough to require GCD healing', I want an exact number of seconds and damage value (can be rounded to the nearest thousand, eg 10k)
Waiting for an answer to a simple question is like waiting for new content in this game. It takes months, and when it finally drops it's often halfbaked and needs followups to flesh out (which also take more waiting to get to) /s
I mean if you really want an answer to that, I'm in the just give healers more damage buttons camp, but it seems to me you need to be throwing out raidwides that hit for ~90% hp every 15 seconds or so to force people into 100% uptime GCD healing with the amount of tools healers have at present.
Nah, I’m sure they’ve been busy so they haven’t had a chance to read & formulate an answer… right??
Jokes aside; for real though, people do be underestimating the amount of required HPS to make healing remotely close to 80% or higher uptime. Sad part is, while vets could probably handle that just okay after a while, a part of the same group that cried for more healing uptime would’ve probably wail even louder afterward because of increased failure rate from doing the very basic thing.
Last edited by Rein_eon_Osborne; 09-05-2023 at 11:52 AM.
I'm honestly not sure even 90% hp every 15 seconds is enough for a pair of competent healers with our current kit. E12S door boss wasn't that far off that mark and could be spreadsheeted down to pretty unthinkable levels.I mean if you really want an answer to that, I'm in the just give healers more damage buttons camp, but it seems to me you need to be throwing out raidwides that hit for ~90% hp every 15 seconds or so to force people into 100% uptime GCD healing with the amount of tools healers have at present.
Our kits need to be rethought and pruned in tandem with changes if we're going to see a return to Coil/Gordias levels of healing pressure.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
If they made healing requirement harder --> it would clense out the dps-healers
and we would actually get ppl decent/good at the role in our duties. ^o^
☆SCH/AST/DNC/VPR/SMN☆
As much as I hate the word, this is pure and utter copium. I’ve raided alongside some of the absolute best healers in the EU over the years. All of them could put out huge damage numbers and I’m pretty confident you’d consider them a ‘DPS-healer’ with your train of thought. But I also guarantee every single one of them could merrily bail a raid out of trouble in a pinch (and they routinely did if I dropped the ball).
A good healer is good, a bad healer is bad. Being good at DPSing doesn’t automatically make a healer bad, it also just as likely means they simply have a good understanding of the fight, their kit and their cool-down timing.
Last edited by Sebazy; 09-05-2023 at 08:15 PM. Reason: Typos++
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
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