Quote Originally Posted by Myrany View Post
As I have said multiple times if you are not having fun you are well within your right not to play the class you are not having fun with.

That said here is how I feel about nerfing DPS players heal kits.

I am probably in the range of an average player. Half decent at avoiding the bad and looking up mechanics (remembering them is hit or miss if enough time has passed). I can do most hard trials with occasional damage from a personal fail (often dodgy internet ping). I can get through extreme trials but I am going to mess up mechanics as I haven't done many.

Out in the world doing MSQ, Leves, sidequests, Beast tribes I do get myself in trouble enough to need my small heal as well as potions. Some of the new solo instances pretty much require me to use it. Particularly on my bard that small HoT on a CD that if I remember right is the same as better potions is the difference between doing the content or not. Yes I know those instances when failed can be reduced in difficulty but I shouldn't be forced to reduce it to stupid simple because healers resent my small HoT.

So my suggestion is Disable my HoT in multiplayer situations. Healers have to heal more and I still have my HoT in the world.

As for Rez on my Summoner/Red Mage...take it away please. I resent the heck out of healers that won't rez anyone ever because there is a SMN/RDM in the party(and I run into a lot of them). I resent being forced to hold on to my swift cast to use it for Rez in case everything goes sideways when it could better help me in doing my job which is DPS.
I genuinely have zero problem with the existing DPS heals, the two problems are
-new DPS heals
-the tank heals

The three new DPS heals are tied to solar Bahamut, riddle of earth and starry muse (all 2 minute CD’s), they aren’t saving you in the overworld or during beast tribes, they are pointless heal bloat that doesn’t need to exist, especially since all 3 amount to an indom potency

As for tank heals we’ve discussed tank heals at length, my problem with tank heals is the fact that tanks lose nothing to press a tank heal, like including the shield BW is about 1600 healer potency (2000 tank potency) but there is never a reason to not press it. For a healer if I want to equal that on say WHM I need 2 solace’s but that consumes the same resource that rapture uses. So healers are making choices to spend resources to achieve what tanks are doing for free with zero downsides

Tank gameplay I think needs to be moved towards active mitigation and not passive healing. The short CD’s actually mitigating more in the first 4 seconds is a good example of this and I don’t mind covalence on rampart, but I think they need to add more things like GCD mitigation or last ditch channeled “last stand” skills like chenonlian gate. Cut the passive healing down but replace it with something that doesn’t make the tank totally reliant on the healer