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  1. #1
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,214
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Colt47 View Post

    And FYI I am not attacking the development team of SE over the way that they have things setup right now. This sounds like a boatload of work to even begin to fix because the support skills that are on healer would have to be moved BACK to the ranged dps before they could make room to allow for more dps skills. If they add another attack button to the healers it gives the impression of fixing the problem, but the reality is it would make healer harder to play because now the healer has to balance a bloated healing kit with also managing more on damage on an MMO hot bar. Remember, EVERYTHING in this game is built on using multiple buttons to combo and make sure the player finds the game engaging, and that includes the healing. We got to combo 3 buttons just to free cast a rez, or combo 3 buttons to get a super shield up on a scholar.
    Sorry for being ignorant, but what support skills are on the healer are you referring to that has be moved back to the ranged dps before they can make room for dps skills?
    You mean Chain Strategem? You mean Expedient (?) or Fey Illumination?
    Lucid Dreaming (Shroud of Saints from WHM)?
    The 2 flavors of Balance from AST?
    Or are you talking about rescue and repose?

    Are you referring to WHM's Divine Seal turning into Temperance? Healer's largesse being removed? Or the Single Target Nature's Minne from BRD becoming multi-target and basically a second MNK mantra?
    I cannot tell what support skills you're talking about that originally belonged to ranged DPS. It feels like every role got more support utility instead (melee dps & caster dps Addle/Feint got better for instance). If anything, ranged DPS lost things like TP&MP regeneration (Tactician/Refresh), but most jobs don't use either resource anymore. They still have damage mitigation. DNC still has healing and a regen/shield skill baked into its toolkit. MCH still has dismantle (mitigation). BRD's DPS utility got nerfed, but that's because it was spread to every job with a dps buff, not healers. They still have Nature's Minne, Warden's Paean, and Radiant Finale as their support utility.
    (11)

  2. #2
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Sorry for being ignorant, but what support skills are on the healer are you referring to that has be moved back to the ranged dps before they can make room for dps skills?
    You mean Chain Strategem? You mean Expedient (?) or Fey Illumination?
    Lucid Dreaming (Shroud of Saints from WHM)?
    The 2 flavors of Balance from AST?
    Or are you talking about rescue and repose?

    Are you referring to WHM's Divine Seal turning into Temperance? Healer's largesse being removed? Or the Single Target Nature's Minne from BRD becoming multi-target and basically a second MNK mantra?
    I cannot tell what support skills you're talking about that originally belonged to ranged DPS. It feels like every role got more support utility instead (melee dps & caster dps Addle/Feint got better for instance). If anything, ranged DPS lost things like TP&MP regeneration (Tactician/Refresh), but most jobs don't use either resource anymore. They still have damage mitigation. DNC still has healing and a regen/shield skill baked into its toolkit. MCH still has dismantle (mitigation). BRD's DPS utility got nerfed, but that's because it was spread to every job with a dps buff, not healers. They still have Nature's Minne, Warden's Paean, and Radiant Finale as their support utility.
    This is thinking way too into the weeds with it. Think of a group of players like a band with most of the skills all being designed as personal buffs that people end up using when they are running solo. The idea that SE has is to have all the jobs come together and line up the buffs when they play together naturally, so the band is greater than the sum of its parts. Now think for a moment about healer and ask yourself what does it do as part of a rotation that syncs with the group and also syncs with itself? Chain stratagem?

    The grand plan that they have is that the healers need to time heals based on raid mechanics and then that should sync with what they are doing in dps and raid buffs, but they have absolutely no way to do that because healers have to account for people who are bad at playing the guitar or the drums. Some guy goes and dies when the healer is supposed to be just using a group regen and saving his cooldowns for the next big attack, or your in a 24 man and it is chaos every couple of minutes because people forget how to do Hashmal for the 100th time.

    Ultimates don't need healers because the players are so coordinated they do not even need anyone there, because no one is getting hit. Why do healers need to exist in savage fights?

    Because the bosses are doing massive unavoidable AOEs that no one can heal through with their individual skills. The design just doesn't make any sense at all. If everyone can survive a fight with just the minimal self heals available to them and maybe a little support, then we have guild wars 2. If bosses out DPS the self healing that people can use, then we have firehose healing. But what they are doing is trying to justify healers existing by taking a huge chunk out of everyone at once, so healers are spending most of the time dpsing but then have to have extremely big healing skills to deal with these perfectly timed mega hits, disregarding the fact that others might get hit by smaller things or forget to put a mit up. It's like being stuck in this tug of war between two ways of doing things.
    (0)