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  1. #1
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Reminder:

    The core issue with ffxiv healing is:

    1) Low damage output and the frequency which it happens at.
    2) Most damage is avoidable and predictable => which casues a lot of heal downtime when playing with an experienced groups.

    Possible solution:
    - Damage should be % based, meaning better gear does not reduce damage taken.
    - Increase the damage output on all abilites,auto attacks and make it happen more frequently .
    - Add DOT debuffs.
    - Add stuff to dispell (Esuna mech).
    (1)
    SCH/AST/DNC/VPR/SMN

  2. #2
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    660
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zeastria View Post
    Possible solution:
    - Damage should be % based, meaning better gear does not reduce damage taken.
    While I'm fine with most of your solutions, this is the one I disagree with as it makes the defence stats meaningless, and also makes it (technically) harder to heal someone with more HP, you'd ironically make the Vitality stats in better gear a detriment. Better gear requiring less healing doesn't have to be a bad thing, and it's why I and many others still argue in favour of a small rotation even if I would also like more incoming damage. It still gives that sense of progression and power, which is the point of the gearing system.

    Everything else though I'm fine with. More incoming damage is nice, just that we also have to remember there's a limit to how much we can increase it by.
    (4)

  3. #3
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zeastria View Post
    Damage should be % based, meaning better gear does not reduce damage taken.
    Using fixed percentages for damage (and to a lesser extent healing) opens up it's own can of worms, especially so with today's kits. TLDR, it really doesn't play nice with abilities like Thrill of Battle and Protraction. If they wear off mid cast you can quickly end up with a hit that's far harder than it should be thanks to how snapshotting works.

    I do agree on the other solutions listed though and I'll add old school mini tank busters and critical hits to the list like I usually do.

    ARR bosses had the right idea for this. Tank damage was streakier and far less consistent which made it much tougher to spreadsheet a fight down to the last GCD like you can today.
    (1)

  4. #4
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,444
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Sebazy View Post
    I do agree on the other solutions listed though and I'll add old school mini tank busters and critical hits to the list like I usually do.

    ARR bosses had the right idea for this. Tank damage was streakier and far less consistent which made it much tougher to spreadsheet a fight down to the last GCD like you can today.
    Ah yes the Death Sentence-crit auto iconic duo of Twintania, is it any wonder WHMs back then tended to avoid Cleric Stance when that was potentially looming on the horizon for them to have to deal with?
    (2)

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