Results -9 to 0 of 144

Threaded View

  1. #11
    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 Renathras View Post
    I disagree. If people like a thing, then it's worth having it represented in the game if it can be done fairly and in a way balanced (in throughput/output) with others (that is, WHM Glarespam shouldn't be out-damaging other healers, it should be doing comparable damage; we see in cases like Tanks what happens when the balance is broken).
    But consider what that thing is. It's not "I want more to heal" but literally just "No one should be allowed more downtime agency than I, personally, want to optimize." That's not a desire for one's own gameplay. That's a desire to curtail others'.

    AND: That's your subjective opinion, not a factual statement. And has nothing at all to do with whether or not there are Tanks out there that want to be FF13 Sentinels that spam Flash and only do damage through Counter.
    I haven't said otherwise. But then, pray tell, is your subjective-factual opinion-statement, or what have you, as to why a group of players merely demanding what OTHER players NOT be allowed should influence healer design?


    For the upteenth-and-one time now, players can use less than an entire kit. If I don't want to bother optimizing Dissipation, I do not have to; its contribution is nowhere remotely close to making a difference to my likelihood of clearing. Asking for more to the kit does not force players to use more. Players cannot, however, use more than what kit exists. Asking for less to the kit does force players to use less.

    We do not presently have nearly enough downtime agency to fit the amount of healing required, and even if we increased healing requirements such that casual content would gatekeep healers harder than the most healing-intensive Ultimates do now, there would still be significant downtime among better players. And yet there is no cost to allowing those better players more to do in that downtime.

    Call those actions simply downtime actions or rDPS or split them into "Direct Damage" and "Indirect Damage" or into "Damage" and "Buffs" or what have you, but the fact of the matter is that if you want engagement for both your more skilled and less skilled players, you're going to need to tap into that more flexible output. It can't be healing alone, and even with some triple or greater the healing requirements the ceiling to that downtime should not be as low as it is presently.
    (5)
    Last edited by Shurrikhan; 09-17-2023 at 03:52 PM.

Tags for this Thread