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  1. #11
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    but I feel having raid buffs among more than just healers is better for the game than limiting them, and I see no reason more why non-ASTs should have raid buffs than a non-healer.
    It was more or less just a thought experiment I was pondering. There are plenty of complaints about the various capabilities between ranged jobs, and to a lesser extent some melees, which apparently make it difficult for SE to balance. Like, logically it makes sense for dps to provide dps buffs but I just wonder if, in the larger scheme of things, shifting those aspects to another role (I think tanks or healers could work in this regard) we would end up in a better place.

    In the example I was thinking of, something in a 3 min window fits with the pace of 4 player instances, while in 8 mans the healers could (I would like to assume) take turns for each 2 min window. For a tank example, it would work similarly but probably require giving healers back the vast majority of responsibility for party mitigation. (which I suppose could be done anyways)

    It's just more about the idea that if healers wanted to do more damage it doesn't necessarily need to be in the form of direct damage increases. That and if they're worried about being left out, or realistically on the verge of it, well then give them something that would result in the party being at a major disadvantage without them. The buff would have to be strong enough to dissuade bringing a dps instead of a healer, probably in combination with a base damage bump to healers to help meet that threshold.
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    Last edited by whiskeybravo; 08-24-2024 at 05:28 AM.