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  1. #11
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    Here's the problem I have with that - many people aren't asking for that (some are, I'll get back to them).

    In essence, people have told us, collectively, what they want:

    1) Some people want more DPS rotation.
    2) Some people want more buffing/debuffing/support gameplay.
    3) Some people want more healing gameplay.
    4) Some people like things as they are.
    Every job in the game needs to have a "neutral," or in other words, the state of equilibrium in their gameplay--what they do at ground zero. Healing cannot be a job's neutral because the rate at which you and other players take damage is neither a constant factor nor a consistent factor. Whether or not healing is needed is determined by the frequency of outgoing damage. The best you could do would be to rework the entire game from the ground up to output damage to all players every 3-5 seconds to keep up with a healer player's GCD usage while still giving them some amount of time to double up on healing or recover. This means every dungeon, even Sastasha, needs to be reworked to accommodate this if you want a healer to have a healing-focused neutral. And quite frankly, I do not think that change is possible at this point. I am all for increasing healing requirements, but you cannot change them enough for a healer to have a healing-focused neutral, and it would also greatly impact the other healers who would need an answer. If that answer allows them to still output DPS while healing, then your healing-focused neutral healer also needs to output competitive DPS values somehow. If two healers exist, one who heals, and the other who heals and does damage, the latter is objectively superior.

    In my suggestion, you could also make your engine building support healer also set up HP recovery that way as well, which would help try and achieve your healer #3 is a more reasonable way; however, because healing requirements are still not a consistent factor, how much they engage with that will vary depending on the difficulty of content and even the specific content in question. They will have more healing gameplay in Dead Ends, but almost none in Smileton.

    Your healer #4 doesn't' exist. No one thinks this state is the best possible state of healers. While many players are content with the current design, it does not mean they wouldn't want to see certain things change. You who has champion one button healer DPS would prefer if you never had to press your DPS spell at all, correct? If it were possible, you would rather play a healer that never attacked at all even if you aren't bothered by attacking constantly as long as there's absolutely no thinking involved in the DPS. So why not advocate for a healer that, instead of spamming 1 DPS spell more than every other action on their hotbar, would focus on everything else instead: setting up both healing, support, and utility effects instead of attacking.

    Also, you do know that in all the support-focused AST theorycrafts I made previously, you actually did have the option of just spamming Malefic if you wanted to and getting just as much damage out of that kit as you would building your utility engines. And utility is never necessary for clears. It's not like there's a utility enrage or anything, so even if someone really does prefer just a one-button green DPS who heals once in a blue moon, that option would technically exist with my theorycraft without being gimped.
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    Last edited by ty_taurus; 09-17-2023 at 06:36 AM.

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