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  1. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Tunda View Post
    DNC and bard is already a support job
    Dancer's gameplay is no more that of a Support than is, say, Monk. Unless playing in a composition where it's optimal to swap your Closed Position partner about, you just set your stance pre-combat and the rest is automatic. Heck, if outside of those comps you don't count what can be used precombat anyways, Monk has more support tools (AoE heal, AoE healing taken increase, AoE damage increase, personal damage increased from party attacks) and consideration therearound.

    Bard? Same number of support abilities, just trading the direct heal for a dispel. The songs are used simply for their contribution to Soul Voice and their Repertoire bonuses.

    Support makes up a small portion of either's numeric performance and a far, far smaller portion of the player's skill's influence on that performance. Neither is a Support. They're just DPS with a few random support skills (far less than a HW NIN, Stormblood Summoner, and no more, arguably, than even an ARR BLM, etc.).

    Quote Originally Posted by Connor View Post
    How is that any different from what we have now though, if healers die and there’s no RDM/SMN present it’s a wipe and that’s that (unless tank decides to solo it). Jobs like Bard and Dancer having actual healing and utility and not just ‘raid buffs’ would help healers by reducing the pressure, not somehow make them harder
    At most, because --given how much of the healer kit is a waste already-- if the "Support" can then meet healing requirements more precisely (i.e., with less excess) while having higher damage, it will be harder to even find a party as a healer.

    Any effective cure potency per minute that you are balanced around but locked into makes you a worse choice when it goes to waste, such that if you offer a category of healing-capable jobs that have a lower hps ceiling but higher damage, you simply go from their being inferior when requirements are too high for them to superior when healers' cp output is too high for the content (under typical player familiarity and gear at that time).

    To me, the solution then is to simply make healers more flexible so that their maximum theoretical DPS is quite a bit nearer that of DPS but comes at greater cost to healing potential and heals at greater cost to DPS (to about the same result when using a couple at-cost heals per minute, but higher dps otherwise for having converted the would-be excessive oGCD healing into something of use), but alas, what's a solution without systemic convolution (creating new roles out of what should simply be a spectrum, therefore greatly splitting and thereby constraining thematic options for each job)?
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    Last edited by Shurrikhan; 08-09-2024 at 06:59 AM.