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  1. 06-18-2024 03:22 AM

  2. #2
    Player
    ZephyrMenodora's Avatar
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    Oct 2014
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    Gridania
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    2,314
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Willemdarke View Post
    I don't think I've posted in this thread yet, but I guess I got into the topic from another thread, so here's my take:

    4. Healing aside, healers uniquely have Esuna - but it is entirely underused. If bosses applied DoTs or DMG-downs or Dooms, etcs, which no one but healers could deal with, that would resolve most all issues healers have. Example how a simple DoT could be handled in 4 different ways, one for reach healer:
    -SGE would have to apply a special shield to be consumed by the DoT instead of the player's health. This would be an unique skill and DoTs could bypass any other shields.
    -WHM could counter the DoT by outhealing it with a more powerful, but more mana-costly version of Regen.
    -SCH would have an upgraded version of Esuna, which uniquely could dispell the DoT.
    -AST, having seen the future, would have to preemptively apply a buff, which automatically consumed and removed the DoT when it is applied. This wouldn't work on a DoT already present.

    There are countless ways healer gameplay could be spiced up without touching other job's toolkits.
    I've actually think bosses should pro-actively apply conditions where Esuna is needed, and it shouldn't just be a mistake button as it is now. I just didn't have room in my sig block.

    There are so many times I've tried to cleanse a condition in this game where Esuna just doesn't do anything. It's odd, given that cleansing was something more important in other games.
    (1)

  3. #3
    Player
    GrimGale's Avatar
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    Sep 2013
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    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Willemdarke View Post
    if healers had to heal and weren't stuck pressing 111111, their DPS tools wouldn't be an issue.
    Culling healer anxiety is often brought up as an argument in favor of healers "accessible" design. If we agree that healers primary role is to heal, then making that baseline gameplay harder will affect new healers the most as it is the expectation of your party that you are responsible for their survival.

    Making the secondary role of healers slightly more complex doesn't have to make new players less comfortable healing.
    (5)

  4. #4
    Player
    ZephyrMenodora's Avatar
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    Oct 2014
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    Gridania
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    Zephyr Menodora
    World
    Zalera
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    White Mage Lv 100
    Quote Originally Posted by GrimGale View Post
    Culling healer anxiety is often brought up as an argument in favor of healers "accessible" design. If we agree that healers primary role is to heal, then making that baseline gameplay harder will affect new healers the most as it is the expectation of your party that you are responsible for their survival.
    I don't think this should be a reason not to make healing more challenging. Everyone was a new healer once. If you like the fantasy/gameplay you'll push through it.
    (6)

  5. 06-18-2024 03:39 AM

  6. #6
    Player
    Turtledeluxe's Avatar
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    Feb 2023
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    1,267
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Willemdarke View Post
    I don't think I've posted in this thread yet, but I guess I got into the topic from another thread, so here's my take:

    1. The Healer DPS rotation is brain-dead. Does it need to be expanded or made harder? I don't necessarily think so. Why? Because if healers had to heal and weren't stuck pressing 111111, their DPS tools wouldn't be an issue.

    2. I don't think WAR or tanks in general are the problem. Like it was said above, don't take away other people's fun. Self-healing is what WAR does. If these tools were taken away from them and replaced with simple mitigation - that's just homogenising the tanks. Similarly I don't think self-healing is universally better than mitigation - they both have cases where they shine. Rebalancing tanks to bring them more in line might be needed, but that doesn't really concern healer issues.

    3. Tanks and in fact the whole group needs to take more damage than what they themselves can heal or mitigate. DPS specifically should take more damage, as right now the only way they can be damaged is stacks, raid-wides and their own mistakes. Those are all fight design issues.

    4. Healing aside, healers uniquely have Esuna - but it is entirely underused. If bosses applied DoTs or DMG-downs or Dooms, etcs, which no one but healers could deal with, that would resolve most all issues healers have. Example how a simple DoT could be handled in 4 different ways, one for reach healer:
    -SGE would have to apply a special shield to be consumed by the DoT instead of the player's health. This would be an unique skill and DoTs could bypass any other shields.
    -WHM could counter the DoT by outhealing it with a more powerful, but more mana-costly version of Regen.
    -SCH would have an upgraded version of Esuna, which uniquely could dispell the DoT.
    -AST, having seen the future, would have to preemptively apply a buff, which automatically consumed and removed the DoT when it is applied. This wouldn't work on a DoT already present.

    There are countless ways healer gameplay could be spiced up without touching other job's toolkits.
    I hate to break it you and other people who are against nerfing sustain on other roles, but it's a party based game, and tanks are known to use their sustain to grief other people. That's not to mention that their sustain is an existential problem for classes whose main job is healing. The game is designed so any job is viable and any job is playable, that doesn't mean the jobs need to have identical levels of mitigation/healing/dps. And this is evidence by existing skills-- Manawall on BLM serves mitigation purpose but you don't see them soloing down a boss do you? NO you don't. So please spare me the "don't touch other roles". When a WHM, DNC, BLM, etc are soloing down bosses because the rest of the party wiped, then I will want to hear about the tank sustain is fairly balanced as it is now.

    Another hard truth, all of the calls for incoming damage to be enhanced are never going to happen. Nor should it happen to overcompensate for an egregious job imbalance you just don't want to stare in the face.
    (8)
    Last edited by Turtledeluxe; 06-18-2024 at 04:19 AM.

  7. 06-18-2024 04:51 AM

  8. #8
    Player
    Turtledeluxe's Avatar
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    Feb 2023
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    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Willemdarke View Post
    Sometimes I feel some of you live in a different reality. What do you mean grief? When the boss is nearly dead and the tank gives it their all to try and kill it, so the rest of the party doesn't have to waste 10 more mins redoing the fight?
    "Nearly dead"? Depending on the tank they can down a given boss from 30%, 50%, perhaps more if comments I've read are accurate, wasting up to 25 mins of other people's time. I base this on my own experiences, posts in this thread, posts in other threads, youtube and reddit comments, as well as tweets. It's a well agreed upon thing. You can minimize it by saying they're doing some innocuous service, that isn't what other people are observing including tanks in this very thread who have admitted they do it for a power fantasy.

    Quote Originally Posted by Willemdarke View Post
    And why did the rest of the party wipe? Failed mechanics or healers failing to heal? Why did the tanks survive a damage event that's killed everyone else? - Mitigation. Mitigation reduced the damage that would KO you. Self sustain is worthless if you're dead.
    It's the combo of mitigation and healing that keeps them immortal, obviously. It's the "good enough" DPS that allows them to finish the job.



    Quote Originally Posted by Willemdarke View Post
    In my post I did address tanks needing to be balanced between each other, but like I said that's not a healer issue is it? It's like saying "nerf BLM damage, because they kill the boss too fast and I don't get enough opportunities to heal!"
    You can call it whatever you want. As far as BLM killing a boss fast, that's actually quite true (BLM is on the higher end of potential DPS in a boss fight is what I mean). But they can't do it without a tank and a healer. BLM is balanced within the game, certain tanks are not.

    The simple fact is, people are invoking ridiculous, disruptive, and complex solutions like modifying damage output across the entire game just because a couple of jobs are imbalanced. People aren't asking for a WAR to have zero healing or even less mitigation or anything crazy (outside some fringe cases), they just need to balanced slightly.
    (13)
    Last edited by Turtledeluxe; 06-18-2024 at 05:22 AM.

  9. #9
    Player
    PercibelTheren's Avatar
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    May 2023
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    Limsa Lominsa
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    1,034
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Willemdarke View Post
    Sometimes I feel some of you live in a different reality. What do you mean grief? When the boss is nearly dead and the tank gives it their all to try and kill it, so the rest of the party doesn't have to waste 10 more mins redoing the fight?
    I don't think anyone minds the tank soloing a nearly dead boss. Unfortunately, sometimes everyone but the tank dies and then you have to spend 8 to 10 minutes on the floor, watching a tank slowly whittling the damn thing down. In some cases, the tank doesn't manage it and dies, which means they just wasted everyone's time. (Seriously, I've had tanks try to solo a boss and then drop dead when the boss was below 2%.)
    (4)