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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,343
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Flay_wind View Post
    Edit: But to make a more engaging DPS rotation. SE could give healers a couple more damaging buttons on shorter cooldowns separate from our usual 30 seconds DoT.
    I.e. let's say 460 potency attack on a 15s cooldown and 540 potency on 30s cooldown.
    Add a channeled 5 seconds spell that pulses damage every second like a Flamethrower on a 60s.
    The issue with potencies like that, is that it becomes extremely punishing to do the 'wrong' rotation, and so SE would be deathly allergic to adding such a thing to the game. The idea that a WHM might cast Glare over and over, instead of using these new actions, which leads to enrage (due to the potency lost over the encounter) would come up in interviews. I think the way to go about it is, ironically, the very thing they just removed from the game since the media tour: Eukrasian Dyskrasia, when it stacked with Eukrasian Dosis and was a gain in SingleTarget, was a gain of only 40p over its entire 30s duration. If you lost one tick of it due to boss jumping away/early refresh, then it became completely equal to Dosis 3.

    I'd put the potencies on new actions as no more than 50p of a gain over the spammable spell of the Job. That way, casual players (or players of any skill level who happen to misplay) are not excessively punished via Enrage, and yet optimization minded players will have something to optimize around, because it doesn't matter how little potency a gain something is, if something can be a gain, optimizers will optimize (just look at that stuff about locking your framerate on MNK).

    As an example, on SGE I'd add two new actions, Neuralgia and Myasthenia, which would be 20p higher than Dosis, and get another 20 potency bonus if you alternate between the two. We have to remember that the skill floor of healers is not 'they spam the spammable' though, it's 'they keep the party alive'. So keeping 'spam the spammable' as being a high % of your output as compared to any 'optimal rotation' with new additions, I think is the best way for SE to implement this kind of stuff. That way, anyone who wants to have the healer gameplay of current day, still has the option to do so and clear stuff just as well as now

    Quote Originally Posted by Miyumi_Nara View Post
    Every raid follows a basic formula it minorly changes per raid but generally they all follow the same formulas

    Making healing interesting would require the devs to actually put some effort into changing there raid formulas. Which we all know the dev team is lazy and Yoshi P will always use the excuse balancing healing is hard. Well balancing Healing is hard because you designed the entire game to always keep your party at full hp and needing to full heal them within 10 seconds.and every fight is a dps check so healer damage is still needed
    Quick and dirty 'solution' to that is to have more 'Barrier checks', like Photon in TEA/Vulcan Burst in UWU. Imagine a raidwide, that does 200 damage flat, and then 1 frame later, does the actual raidwide damage. If you don't block that first 200 with a barrier, then you get some nasty debuff, say a bleed (that is not affected by mitigations, so it's always spicy). The healer then has choice, either Barrier and block the damage (and therefore the debuff), ignore it, take the debuff and power through it, or potentially Esuna comes into play (eg if one healer has an AOE Esuna, maybe that's the 'better' option for them)
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    Last edited by ForsakenRoe; 06-28-2024 at 05:27 PM.