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  1. #1
    Player
    Fukuro's Avatar
    Join Date
    Sep 2013
    Posts
    764
    Character
    Oneiron Fuchs
    World
    Ragnarok
    Main Class
    Archer Lv 90
    Quote Originally Posted by Niroken View Post
    Earth, Wind and Water elements? Those are for other jobs.
    WHM is all about throwing glitter until the end of time now.
    Offtopic but This is what alienated me the most about the job, it underwent a complete change in its aesthetics. I know many people love the lily aesthetic but man do I miss the druid vibe it had. Will never forget about Aero III.

    Quote Originally Posted by Rolder50 View Post
    I was shocked when I saw the media tour and WHM didn't even get any visual changes to the filler lol
    This will be especially boring to look at when you do the MSQ. All you look at are the old animations for 95% of your time through the story quests. What an epic and engaging way to reach lvl 100 I must say!
    (15)
    Last edited by Fukuro; 06-17-2024 at 03:25 AM.

  2. 06-17-2024 03:22 AM

  3. #3
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    291
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 100
    The main problem is damage in the game, not the class designs themselves of healers. Healers have more than enough tools they need, they just have no need to use them.
    People say that struggling parties are the most exhilerating on healers because you actually get to do something, or joke that they hope people will struggle.

    A fundamental problem is that nothing deals any damage in the game. Vulnerability mechanics add to this problem, because what damage *can* be done makes you take more subsequent damage. Basically, 3 strikes you're out. If you get hit with a 3rd instance of damage, while you have 2 vuln stacks, you'll usually die if you're a dps, and as a healer for sure.
    This is a problem because it prevents you from adding more damage to the game because any damage is highly punishing.
    So, that leaves us with a playstyle of play perfectly or die, with nothing to heal in between. It should be okay to have aoe's that may be impossible to dodge in some circumstances. Instead because vulnerability is punishing, not immensely punishing, but punishing enough, it forces you to design aoe's to be easily avoidable and have practically no damage that isn't avoidable.
    (0)