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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Gemina View Post
    What makes any flow of skills aka 'rotation' fun to do is when the enemy throws things at you to disrupt it, and you the player find improvisations in order to maintain the GCD. This is how it is for DPS roles, and does also extend to tanks, though they have additional responsibilities to consider.
    Wouldn't that logic also apply then to healers, if they actually had a rotation of sorts that could be disrupted?

    An example would be the 15s Banish CD I brought up several times. I'd make it an instantcast so it could be used for mobility. If there's a mechanic which demands mobility from the player, that happens while Banish is still on CD, you don't have it for the mechanic. The 'optimal' solution would then be to purposely delay using Banish to use it instead to keep the GCD rolling in that mechanic. That mechanic has successfully 'disrupted' the rotation for the WHM, because they are not able to use Banish at the time they would normally want to (every 15s on the dot). But because of the player's skill, foresight, etc, they are able to counteract that 'disruption' and play around it, making what is intended by the fight design to be a 'damage loss' into a 'damage gain'. Which makes the player feel good for coming up with a solution to the problem posed

    An alternative example would be any big healing moment. As it stands, the only thing that can happen to a WHM in a Styx/Harrowing Hell situation, is that Dia falls off and you can't refresh it at 'the right time', losing some ticks of the DOT. With additional abilities in the kit, however, this means decisions have to be made on the fly. If you find you can spare exactly 2 GCDs in Harrowing Hell, do you spend them on Dia or Banish? Do you spend them back to back, or spread them out? If you spread them out, would you be able to use them both on Dia (given that it's 12s duration under my design)?

    IDK, it seems kinda obvious to me that if 'DPS and Tanks can derive 'fun' in trying to keep their rotation going while the fight design tries to impede them via mechanics', then the same logic would work for healers. Doubly so, considering 'have to stop and heal' is a potential mechanic for a healer to face. The issue though IMO is not just 'the game doesn't try to stop the healer's rotation often enough' like others suggest. That's only part of the problem, really. The real problem is that we don't have anything to interrupt. Whenever we have to heal, 90% of the time that translates to 'we lose a Glare/Malefic/the other two'.

    But another potentially interesting quirk of this, is that when we have more skills with potencies that are higher than the filler, the times where a filler spell is removed by a required GCD heal are less punishing comparatively. Here's an example: Two raidwides are going to hit the party, 3 GCDs apart from one another. The first happens 1sec before Dia falls off, and the second, 8 seconds later (giving 3 GCDs of space to heal). Banish will also be up in 6s time from the moment the first raidwide hits. With this, rather than immediately healing after the raidwide, a player could go Dia > heal (replacing the filler Glare) > Banish > 2nd raidwide, to preserve the maximum amount of damage output while keeping the party alive. What we have right now is a game of 'how can I minimize the amount of Glares I lose?', what we could have is something more akin to 'how can I minimize the amount of damage I lose, and if I have to lose anything, how do I reorganize my healing timings, such that it's my Glare that I lose each time I'm forced to Medica2/Cure3?'
    (3)
    Last edited by ForsakenRoe; 11-19-2023 at 04:09 AM.