Results -9 to 0 of 646

Threaded View

  1. #10
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Wouldn't that logic also apply then to healers, if they actually had a rotation of sorts that could be disrupted?
    No. Something that seems to get continually dismissed is that healers are the only role whose support and damage dealing skills are tied to the GCD. There are some exceptions such as PLD's Clemency, RDM's Vercure/Verraise, etc. but generally speaking this is the case for healers. The meta always has been, and always will be to prioritize GCD allocation towards damage. Giving healers more ways to do X where X=damage will never change that GCDs towards damage will have to take a backseat once oGCD resources are used up. That is the disruption for healers that breaks their 'rotation' if we want to call it that.

    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
    This is already a thing for some healers. SGE for example has Toxicon as their movement skill, but they have to ensure they have the resources. If they don't, then they have to build it up before movement is required or they can't keep the GCD rolling. However, building this resource requires non-offensive GCDs, so they need to try to apply it during downtimes. SCH has the ability to damage on the move as well with Ruin 2 + Energy Drain, which is actually a DPS increase over Broil IV, but you lose an Aetherflow charge that could be used for support, or you can just use Ruin 2 and lose a bit of DPS. These kind of choices are already present for healers in FFXIV. WHM and AST don't really have reliable means to do the same thing, and I agree that it wouldn't be a bad idea to fill those gaps. The thing about these choices is that they are really not going to make or break an encounter. This kind of optimization does not interest me.

    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'.
    And this loss would be even greater if healers had more ways to deal damage. This is because overall healer offensive potency will not change with more skills. It will be disseminated from their ST and DoT skills. Healers have to learn to and/or work with each other to figure out how to optimize their oGCD restoration so it is always available and keep the GCD rolling towards damage. This becomes more difficult the more incoming damage there is. Again, healers don't have to deal with interruptions due to just mechanics. Disruptions also come from player mistakes, including their own. When you break things down, oGCDS are typically reserved to deal with the game's scripted damage output. GCD heals are there to restore health after abilities are exhausted, which is going to happen. We simply cannot allow optimal, ideal situations to dictate healer design. The dev team must account for player mistakes.

    Improvisation is where I feel engaged with the content. And this is true for all roles. I want my choices to significantly matter. I greatly enjoy situations where if I make the wrong choice, it's not just my DPS that suffers, the actual % of clearing the encounter goes down because that choice lead to a player KO. That within itself is a substantial drop in DPS. Please note that my intention is not to argue. I think all points you've made are valid, but I am also thinking of the community as a whole. The situation where healer kits are pushed can happen anywhere from dungeons, to alliance raids, to EX and beyond.
    (1)
    Last edited by Gemina; 11-19-2023 at 06:37 AM.