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  1. #1
    Player
    Basteala's Avatar
    Join Date
    Apr 2022
    Posts
    440
    Character
    Basteala Thayne
    World
    Mateus
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Evergrey View Post
    Yeah, I agree. But if a lot of Healers are struggling and the "overall quality of healers" is sinking due to the strike I don't see SE adding more stuff for the healers to do since they are already struggling with the little they already have to do, sadly.
    Oh this is absolutely true, and it's a point not enough people are mentioning. The quality of healing has certainly dropped in DT.

    I will say the heal checks have gotten more intense too at Normal level--maybe not to healer strike satisfactory levels, but it's there, and noticeable with like 80% of competent healers being gone.

    But yeah if they don't want more DPS abilities--I'm wondering if full control/support is something that could be on the table. Making interrupts more relevant for example, and then moving that from tanks to healers, with the option of RDPS helping.

    Other things, too, mind, but I'm wondering if that direction would appeal more than DPS options that a lot of healers are against. I know they want to heal but when a fight's on farm that's eventually not going to matter as much, and I'm wondering if going full on Blue Deck (in MTG terms) is the answer here.

    Quote Originally Posted by CaptainLagbeard View Post
    If I remember correctly, CNJ (and WHM) had a trait that allowed Raise to be used in combat, which PLD wouldn't have had back when they were able to grab Raise as a cross-class skill...
    Sure. My point was more that PLD having something like that now would actually give them some measure of unique utility to bring since there really isn't much PLD does that would make any serious raid group take them over the alternatives.
    (0)
    Last edited by Basteala; 07-28-2024 at 08:34 PM.

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,358
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Basteala View Post
    Oh this is absolutely true, and it's a point not enough people are mentioning. The quality of healing has certainly dropped in DT.

    I will say the heal checks have gotten more intense too at Normal level--maybe not to healer strike satisfactory levels, but it's there, and noticeable with like 80% of competent healers being gone.

    But yeah if they don't want more DPS abilities--I'm wondering if full control/support is something that could be on the table. Making interrupts more relevant for example, and then moving that from tanks to healers, with the option of RDPS helping.

    Other things, too, mind, but I'm wondering if that direction would appeal more than DPS options that a lot of healers are against. I know they want to heal but when a fight's on farm that's eventually not going to matter as much, and I'm wondering if going full on Blue Deck (in MTG terms) is the answer here.



    Sure. My point was more that PLD having something like that now would actually give them some measure of unique utility to bring since there really isn't much PLD does that would make any serious raid group take them over the alternatives.
    For the PLD part, Clemency is crazy for progression

    The bolded part though, on the one hand, I'd prefer to keep interrupts as a Tank thing (and actually make use of them, SE), but an idea discussed on the healer section a long time ago was the idea of Dispel being a Healer role action, where you'd be able to remove certain buffs from enemies. As an example, if a boss does an interruptible 'toughen up' cast, and it goes through because nobody interrupted the cast (giving the boss a Stoneskin esque barrier that needs to be DPS'd through), the healer would be able to use Dispel to remove it, massively helping with the 'DPS check'. It could even be thrown onto Repose as a bonus effect, so that THAT action gets to see a bit more use. Given that the Healer is the 'recover from mistakes' role, the idea that 'party makes a mistake and doesn't interrupt the boss's action, healer is able to rectify the 'mistake' a bit' kinda fits I'd say. But the issue with the idea is that some players are deathly allergic to targeting enemies, and so it'd lead to issues where said player doesn't Dispel, party asks 'why no Dispel' and the healer says 'why no Interject' and bam player friction (and we know SE doesn't want player friction ever)

    Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
    (5)
    Last edited by ForsakenRoe; 07-28-2024 at 09:01 PM.

  3. #3
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,983
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    [...]Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
    Probably because they realize it'll turn our hotbar into barren desert considering a lot buttons serves all-too-similar purposes. Quantity over quality is the game(?).
    (3)
    Last edited by Rein_eon_Osborne; 07-28-2024 at 09:29 PM.

  4. #4
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,310
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
    Sometimes you do have to use Diagnosis as an actual heal with SGE... Granted that situation usually involves bad DPS standing in too much fire, or Tanks who don't know what their CDs do and you just run out of other heals as you desperately try to keep people with the self preservation instincts of a Dodo alive.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    For the PLD part, Clemency is crazy for progression

    The bolded part though, on the one hand, I'd prefer to keep interrupts as a Tank thing (and actually make use of them, SE), but an idea discussed on the healer section a long time ago was the idea of Dispel being a Healer role action, where you'd be able to remove certain buffs from enemies. As an example, if a boss does an interruptible 'toughen up' cast, and it goes through because nobody interrupted the cast (giving the boss a Stoneskin esque barrier that needs to be DPS'd through), the healer would be able to use Dispel to remove it, massively helping with the 'DPS check'. It could even be thrown onto Repose as a bonus effect, so that THAT action gets to see a bit more use. Given that the Healer is the 'recover from mistakes' role, the idea that 'party makes a mistake and doesn't interrupt the boss's action, healer is able to rectify the 'mistake' a bit' kinda fits I'd say. But the issue with the idea is that some players are deathly allergic to targeting enemies, and so it'd lead to issues where said player doesn't Dispel, party asks 'why no Dispel' and the healer says 'why no Interject' and bam player friction (and we know SE doesn't want player friction ever)

    Also, throwing my anecdotes into the ring with 'whenever I'm levelling a DPS in roulettes, there's been a massive surge in 'healer has no clue what they're doing' healers'. In fact, I was doing a run earlier on PLD, and I had a SGE who was using Diagnosis to try and keep me alive while like 6 enemies were hitting me. Regular Diagnosis. Sometimes I wonder why SE even gives us these 'noob trap' abilities instead of having them simply upgrade to their 'slightly less of a noob trap' counterparts
    I have no issue adding interrupts to supports if the frequency of casts (especially among trash mobs) are thus increased, but I likewise don't see any purpose in taking that away from tanks.

    Also, this is a tangent, but... why does interrupting have to be the only way to powerfully and uniquely deal with enemy spells? I wouldn't mind seeing, for instance, tanks revert back to normal Magic Defense but get varied perks by which to level the field a bit against magic, such as...
    • Warrior having a chance at gaining 5 Beast Gauge from magic damage taken (based on its potency),
    • Dark Arts nullifying a granular amount of future MP cost based on % of TBN's barrier consumed, with magic damage counting double or whatnot,
    • Sage being able to spend variable MP (based on incoming ST spell's potency) to Reflect said spell.
    • Scholar being able to steal twice Energy Drain's potency from a spell, reducing its damage while briefly adding its type to and empowering Ruin/Broil.
    (1)