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  1. #1
    Player
    Hazama999's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    635
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    A part of the reason why DPS tools are discussed is because having a more dynamic set of attacks to cycle through ensures that no matter how easy the content gets, there's always something for you to interact with rather than be stuck glaring things to death for such long periods of time.
    I am aware of the fundamental change it would require, and that's precisely why I lamented that.

    I understand that giving healers more damage options is the more logical, accessible way of dealing with this, but at the end of the day, it's... just not healing, so ultimately it will never sit quite right with me.
    (3)


    PGY-3 Family Medicine resident.
    Constantly learning.

    Signature art by @simanokoB on Twitter. Thank you!

  2. 06-13-2024 02:33 PM

  3. #3
    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 Hazama999 View Post
    I am aware of the fundamental change it would require, and that's precisely why I lamented that.

    I understand that giving healers more damage options is the more logical, accessible way of dealing with this, but at the end of the day, it's... just not healing, so ultimately it will never sit quite right with me.
    I've always been a healer who favors needing to heal over needing to do damage. Obviously, current requirements are so low that it is a moot argument at this point. However, even with increased healing requirements, I have come to realize that such a simplistic healer rotation is too far at this end of the extreme. They need something more. It needs to be on the GCD, and not locked behind other abilities with long CDs.

    Quote Originally Posted by ty_taurus View Post
    I definitely think there's some leeway in the damage profiles, and tricks that could allow for more healing without actually increasing difficulty, but I'm doubtful of how far that envelope will ever get pushed. That's also why i like content like field ops most. There's a lot more chaos and its easier for people to take damage from things. Red Choctober is a great example.
    There are many mechanics that could be taken from the Bozja critical engagements. The Hunt for Red Choctober being one of them. Even dungeon bosses should be allowed to be capable of winning. Right now this is a ridiculously rare occurrence, and almost requires players to make an effort to actually lose. There are multiple reasons why this is the case. Many of which emphasize the current issues with our healers feeling needless in duties. Another issue is the long trek that is required to get back to a boss that defeats the party. The shortcut/check point should be located just outside the boss's quarters. This would go a long way to making wipes not be so bad.

    Encounters don't have to be TOP level of difficulty to warrant a healer either. They just have to be innovative enough to place mechanics that warrant a healer's attention. Giving bosses Zeromus' Abyssal Nox mechanic is a perfect example of something they could do.
    (7)

  4. #4
    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
    I've always been a healer who favors needing to heal over needing to do damage. Obviously, current requirements are so low that it is a moot argument at this point. However, even with increased healing requirements, I have come to realize that such a simplistic healer rotation is too far at this end of the extreme. They need something more. It needs to be on the GCD, and not locked behind other abilities with long CDs.
    A good way to handle this is to tie the two together. I've previously posted a WHM redesign, which adds a new Gauge that goes from 0-100. You'd build the gauge by casting any non-Lily spell, with damage spells giving smaller values like 1 per Glare, 5 per total Dia duration (12s in this redesign), etc. And healing GCDs would build the gauge much faster, eg Cure2 would give 10 gauge per cast, Regen would give 10 over it's duration, Medica 2 would give 15, Cure3 I think I had at 10 per cast. Then, by spending 50 of this gauge, you'd use a powerful AOE heal on the GCD. In this way, using your damage spells could feasibly charge up to a healing ability (and maths worked out that it'd be roughly 55 gauge per minute generated). Then, by having this new healing tool upgrade Glare, Dia, and a new ability called Banish, into Quake, Tornado, and Flood respectively, the increased potency of these Elemental spells over their base versions would total up to one Glare worth of damage, making the healing tool Damage Neutral.

    Essentially, a reverse of Misery. We have 'use healing, be rewarded with damage' with Misery already, so I think we could vastly benefit from 'use damage, be rewarded with healing'.
    (2)
    Last edited by ForsakenRoe; 06-13-2024 at 03:14 PM.