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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    It's hard to discuss improvements to the system if everything is going to turn into a 'delete healers' strawman.

    The 'free clemency' concept already exists. It's built into the lifesteal on Holy Spirit/Circle that was added in 6.0. I personally don't think that's a good design direction. Likewise, I don't think that Clemency sitting on your hotbar for a rainy day is any better. A big problem with support job design in general is that the toolkits are packed full of defensive actions that you either don't need or don't want to use. And then we're surprised at why the offensive rotations are so boring and underdeveloped. This should be obvious, coming from a healer perspective of all things.

    I think that it's fine for Clemency to have a hardcast option in an emergency. That fits with PLD's aesthetic. I think the amount healed should be context dependent, so that it's really only beneficial when a target is at low HP or has just taken a lot of damage. I would throw in a swiftcast proc if you use Intervention or Cover on a target that subsequently drops below half HP, and just have that replace the lifesteal effects that were added in 6.0.
    (1)

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,921
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Paladin doesn't really Suit "life steal" I don't think magic attacks should have sustain tied to them, It's sort of "odd" that Paladin has so much life steal.

    If we remove it but make clemency more effective in all Situations, we can Lower PLD's Sustain but also make it more fitting & more versatile, heck you could even make a *weaker* eariler version of clemency so that PLD has some small sustain in early content

    I think its Absurd, that warrior is more of a "target/group healer" tank then Paladin, Nascent flash is strictly stronger then intervention even giving you the heal effects, Shake it off gives out a AOE regen ect, While PLD is the selfish life stealing tank with more then half of its sustain tied to rotational attacks.

    I also think healer's get upset when anyone suggests healing extra healing tools on other jobs because currently certain tanks have too much of it, Ideally tanks should have utility (some that can be shielding and healing), But it shouldn't come at the cost of making healers feel useless, I think it's also "deeper" then tank sustain. Personally I like the Idea of working together with my healer to keep me and the group alive, I want tanks to have strong support like they do currently, I just also want healers to feel like they aren't invalid.

    To make Healers more fun and Important (this would also make tanks more fun for me) *Note that I'm not advocating for all these changes just to a sense where healing becomes more Important in fights.
    1) Add more damage to auto attacks, Lower tanks base defensive value down (they will take more damage, but keep the same strong CD's so CD timing becomes more important)
    2) More Aoe damage and out going damage.
    3) Remove "AOE per hit sustain" aka bloodwhetting healing per enemy (I'd also remove Abyssal drain and give some weak life steal effect to oblation)
    4) More importance on GCD healing actions as this adds decision making, I think healers are overbloated with way too many ogcd heals, tank/dps Utility should save some gcds instead of replace the healers entirely.
    5) More Procs or varied damage buttons, I don't think healers should get a "1, 2, 3" or a "rotation" but they should get more damage buttons
    (0)

  3. #3
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    746
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lyth View Post
    A big problem with support job design in general is that the toolkits are packed full of defensive actions that you either don't need or don't want to use. And then we're surprised at why the offensive rotations are so boring and underdeveloped. This should be obvious, coming from a healer perspective of all things.
    There are 2 reasons for this:
    - Power creep
    - Normal difficulty content

    Power creep makes a lot of players get enough survivability to no longer need a healer. They can take a hit and let the natural hp generation do enough.

    This is especialy the case in regular dungeons where you almost never see a healer check. Normal difficulty just doesnt dish out enough damage. And it does not face enough mechanics to still provide potential incoming damage. This is something where they can learn from criterion: instead of 2 or 3 packs of mobs which you can w2w, add in some packs that you just cannot pull all at once, and add in some arena hazards (like the qitana ravel dungeon). Dungeon design is often very flat in flow. Its w2w as much as possible. There is almost never a need to hold back. For this i realy wish they would no longer force the double section, but just put in 5 packs of enemies in a single section (with potentialy overlapping mechanics involving debuffs that are lethal quickly, if you realy want them to not w2w). The ARR dungeon design is far better on that aspect as while in many cases you can w2w, some areas are notorious.
    If things become too difficult, players can slow down! That is a huge balance factor that can scale very well
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