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  1. #1
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Maybe it's because they thought 'hey healers should be about healing, let's make them have a mechanic where they have to heal to solve it' and then realized that actually, there's quite a few players that aren't great at the 'healing' side of healing, be that running out of MP, not using OGCD heals correctly, or the greeders ignoring things to chase parses

    I jest, but only partially. I also wonder why they haven't done such a mechanic more often, my guess is something akin to 'it's hard to balance such a mechanic when there's such a vast disparity in how much healing certain healers have access to, and what profile that healing takes'. For example, if it were a mechanic where the healers have to fill one target's HP bar, Benediction is an 'I win' button and instantly solves the mechanic. If there's multiple targets to heal (like Shinryu EX), and they all start at 1HP, then Essential Dignity skyrockets in value due to its 'missing HP' scaling thing. Half of the healing tools would not affect such targets, due to being AOE (unless some very specific coding took place), so some healers would suffer more than others (eg SGE being able to Pneuma 4 targets vs not being able to is quite a hefty difference).

    It's why I've advocated for 'shield checks' to be a thing (by giving all healers access to AOE shielding with varying degrees of effectiveness/accessibility, as an inverse sliding scale to their 'pure healing' capability, so being good at one means being not-good at the other), and those 'shield checks' to be binary 'is a shield present, yes/no' checks, rather than 'you need XYZ HP worth of shielding to successfully resolve'
    I mean, they made a mechanic where Macrocosmos was an "I win" button. I'd hate to think that no one thought to consider macrocosmos when designing P3S, but honestly seeing how little care gets put into healers in this game, it's almost assuredly what happened.

    But in all fairness, those situations are totally fine. As long as each healer has different fights where they have their own shining moment, and it's not just one healer that's always the objectively right answer, then that makes healers more interesting and fun. You don't need Astrologian for P3S, but it's cool to see how great it is for that paricular fight. Having a single target that needs to be healed from 1 to 100% like you said would be great to make so that White Mage can actually be good at something for a change anyway. And that does add a lot of value to "Pure healers" since they are the two that have the least value as far as healing and mitigation are concerned.
    (3)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by ty_taurus View Post
    I mean, they made a mechanic where Macrocosmos was an "I win" button. I'd hate to think that no one thought to consider macrocosmos when designing P3S, but honestly seeing how little care gets put into healers in this game, it's almost assuredly what happened.
    .
    The same job designers who didn't consider Macrocosmos "I Win" were the same ones who made bleeds harsh enough that had sages dumping their CD's.

    What did that result in?

    Players having their BUFFS not apply because our characters hit the buff max. . . in 2023/2024. We had a period where they had to increase the debuff limit on mobs because players hit the max, and now this.

    They literally don't think about this stuff when designing combat and healers
    (0)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,669
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Deceptus View Post
    The same job designers who didn't consider Macrocosmos "I Win" were the same ones who made bleeds harsh enough that had sages dumping their CD's.

    What did that result in?

    Players having their BUFFS not apply because our characters hit the buff max. . . in 2023/2024. We had a period where they had to increase the debuff limit on mobs because players hit the max, and now this.

    They literally don't think about this stuff when designing combat and healers
    To be fair why do every single one of SGE’s heals have to apply two buffs to everyone

    Why do you need to have unique buffs for kerechole’s mitigation and its regen, or holos shield and its mitigation

    The buff cap is a problem of their own making caused by every savage mechanic being “solve your debuff vomit” but god damn could they cut down on pointless healer buff bloat that just indicates heals
    (7)

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Supersnow845 View Post
    To be fair why do every single one of SGE’s heals have to apply two buffs to everyone

    Why do you need to have unique buffs for kerechole’s mitigation and its regen, or holos shield and its mitigation

    The buff cap is a problem of their own making caused by every savage mechanic being “solve your debuff vomit” but god damn could they cut down on pointless healer buff bloat that just indicates heals
    The Holos barrier and mitigation effect make sense because if the mitigation is tied to the barrier, then the mitigation is lost when the barrier breaks. That being said, that's actually kind of cool. Make the mitigation stronger, but only last as long as the barrier does. Though I'm sure if the goal is to keep it as is, there could be a way to have an barrier persist even when the value is at 0 while still providing the effect.

    Physis II is a weird one. The regen lasts 15 seconds, but the increased healing effect only lasts 10 seconds. Because as we know, 5 extra seconds of a 10% increase to healing would be so broken that it would basically destroy the healer balance beyond recognition.
    (2)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.