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  1. #1
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Benji41 View Post
    I understand your point but there has to be some middle ground between "Healer dying automatically meant the whole group had to wipe" and "It doesn't really matter if the Healer is alive"
    What if players could use Phoenix Downs in normal content?
    They could even make the Phoenix Down a General Action like sprint or limit break. It could have a long cast time that can't be swiftcast, just to make sure it's not better than a Healer res in any way. For good measure, have it cost 50% of your HP to use, and have a three minute cooldown.
    (3)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,661
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by GartredZW View Post
    What if players could use Phoenix Downs in normal content?
    They could even make the Phoenix Down a General Action like sprint or limit break. It could have a long cast time that can't be swiftcast, just to make sure it's not better than a Healer res in any way. For good measure, have it cost 50% of your HP to use, and have a three minute cooldown.
    All they need to do is make PD's stackable (they're currently not), useable in combat (IDK if they are or not atm), and have whatever CD they believe is 'balanced' (heck it could be 30m, resetting upon wipe, so that in Savage etc you get one per player, per pull). Healer Res/Caster Res would remain 'better' because A: it's repeatable (ie a Healer can cast their res multiple times over the course of a fight), and B: it has range (to PD someone you have to be standing on them, and if they died to EG a puddle, you can't reach them with a PD until the puddle clears).

    Plus, Phoenix Downs are like, THE 'res' item, they have the whole franchise's precedent behind them

    Quote Originally Posted by PercibelTheren View Post
    I think it's fine for DPS to have enough healing to short-term tide the party over the next raidwide or so while the healers are being scraped off the floor. They just shouldn't be able to keep everyone alive indefinitely. This is honestly also my gripe with Warrior. If it wants to have crazy self healing (even though I think it should be toned down), that's fine. It's the fact that WAR can literally do a healer's job while also tanking that I find problematic.
    The more I think on it, the more convinced I get that converting a lot of Tank actions that currently do healing, over to doing some kind of barrier effect, would massively help here while still allowing the Tank to feel like they have some agency over their own HP. For example, instead of Heart of Excog on GNB giving a 900p heal, why not let it be a very short duration barrier effect, to make the mitigative effect of the action stronger, while not detracting from the Healer role? Why not have Shake it Off's Regen effect (added to aid WAR in 'mitigating damage over time effects') be a Panhaima style layered barrier effect (which would also help with mitigating damage over time effects)? Why not have Holy Sheltron do the same, instead of a 1000p total Regen (which it can give to other players!)
    (0)
    Last edited by ForsakenRoe; 08-23-2024 at 10:40 PM.

  3. #3
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    All they need to do is make PD's stackable (they're currently not), useable in combat (IDK if they are or not atm), and have whatever CD they believe is 'balanced' (heck it could be 30m, resetting upon wipe, so that in Savage etc you get one per player, per pull). Healer Res/Caster Res would remain 'better' because A: it's repeatable (ie a Healer can cast their res multiple times over the course of a fight), and B: it has range (to PD someone you have to be standing on them, and if they died to EG a puddle, you can't reach them with a PD until the puddle clears).
    In general I believe all support abilities should be limited to resources or CDs, including resurrection.

    The problem we have now that in endgame scenarios incoming damage is scripted and can be accounted for with limited resources.

    Yet in casual content people can stay in bad, die and this requires unlimited healing and unlimited resurrections to essentially corpse drag them.

    Also since unlimited healing exists at all, healers doing this content primarily don't learn how to optimize their limited healing resources as they simply don't need them to pass such content.

    The fact that healer kits need to have support for two wildly different scenarios is part of a problem and I am not sure what can be done given that SE is deadly afraid to raise the skill floor which prevents meaningful changes.

    Only idea I have is to make all healing and rez limited, then allow more spammable variant actions for all casual content.
    (0)
    Last edited by Somnolence; 08-23-2024 at 11:48 PM.

  4. #4
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,508
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Phoenix Down's tooltip at least says "*Cannot be used during battle."

    But on other threads on other Jobs ressing, I think the solution is giving Melee and Ranged Phys a role action revive, that has a long CD (3+ minutes) and also bringing back Enrage timers to normal difficulty content. So if you have to ress a million times you don't just eventually win by outlasting the boss...
    (0)