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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Adding more damage buttons isn't a stopgap, since it doesn't address the problem.
    If you had the exact same number of damage skills when healing GCDs were also far fewer, and thereby felt better apportioned to the portion of downtime than the current state does, then there is little reason to think that increasing the number of downtime actions in our current context of far more downtime would be ineffective.

    Now, I'm in full agreement that we should be attempting to address the healing context as much as we can first and foremost, but there is going to still be casual and solo content, in which healers still deserved to feel like fleshed out classes instead of <15% useful skills and >85% redundancy. There is value in adding further downtime agency regardless of how much higher we can raise relative healing requirements in Dungeons, Alliance, Normals, Extremes, Savage, and side-content.

    Agreed. The problem seems to be way too many oGCDs.
    At least, proportionate to damage taken. If incoming damage were simply increased (and especially if, in that adjusted context, a far larger margin of oGCDs could be reserved without as much cost to overall output- or MP-efficiency), that would also do the trick.

    I'd like to consolidate 1-2 per kit regardless just because (A) some of the over-specialized tools seem to make their target situations less engaging for their presence (essentially reducing the effective number of options and the considerations available to those situations) and (B) the functions of certain others could be more interestingly performed through intersections of other, prior tools (again, allowing for more/deeper points of consideration), but ultimately it's the ratio that matters.
    (2)
    Last edited by Shurrikhan; 10-15-2023 at 04:28 AM.

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