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  1. #1
    Player Wolf_Necros's Avatar
    Join Date
    Jun 2024
    Location
    N/A
    Posts
    59
    Character
    Wolf Necros
    World
    Diabolos
    Main Class
    Dancer Lv 100
    Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong
    (0)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,994
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Wolf_Necros View Post
    Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong
    Doing more damage by nature of having more gear is a pretty pointless comparison especially if you consider in statics healers are last in gear priority
    (5)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Supersnow845 View Post
    Doing more damage by nature of having more gear is a pretty pointless comparison especially if you consider in statics healers are last in gear priority
    I wonder where they are in glove priority.
    (0)

  4. #4
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,045
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Wolf_Necros View Post
    Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong
    Gear shouldn't even factor into discussion of inter-job balance.

    An i730 MCH can easily outdamage an i710 SAM, that doesn't make the damage gap between them any smaller.

    Same case that a WHM with an i735 weapon outdamaging a WAR with an i710 weapon doesn't mean anything because the WAR will handily outdamage that WHM every single time when they both hit the maximum item level.
    (4)

  5. #5
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    353
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aravell View Post
    Gear shouldn't even factor into discussion of inter-job balance.

    An i730 MCH can easily outdamage an i710 SAM, that doesn't make the damage gap between them any smaller.

    Same case that a WHM with an i735 weapon outdamaging a WAR with an i710 weapon doesn't mean anything because the WAR will handily outdamage that WHM every single time when they both hit the maximum item level.
    I actually think even then, a tank with an ilvl with 710 will still out damage a healer with an ilvl of 735 due to diminishing returns in stats which I think speaks even more wonders. It's the multipliers on the skills and the lot of them that make up the difference. Tanks do: healing, damage, and tanking, they supersede the trinity...which is horrible design imo. All sustain from nonsustains should be removed and tank sustain nerfed (or removed depending on what it is)...if Square gave nonsustains sustain because it lessens pressure on newer healers, that wasn't a good solution; a good solution would be either teaching the new healers to get better and/or making the kit actually synergize better with itself (that doesn't mean add healing bloat though, in fact the opposite is better in reducing it. This would make people that are new to the role understand what button is meant for what and why; the way we have it now, the heal buttons are overloaded...resulting in newer players asking "What do I press?" [When a lot of those buttons just do the same thing in terms of healing]...or even worse them being overwhelmed by the amount of buttons and therefore not pressing anything or timing anything correctly.).
    (3)
    Last edited by Katish; 09-02-2024 at 05:47 AM.

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,603
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Katish View Post
    a good solution would be either teaching the new healers to get better and/or making the kit actually synergize better with itself (that doesn't mean add healing bloat though, in fact the opposite is better in reducing it. This would make people that are new to the role understand what button is meant for what and why; the way we have it now, the heal buttons are overloaded...resulting in newer players asking "What do I press?" [When a lot of those buttons just do the same thing in terms of healing]...or even worse them being overwhelmed by the amount of buttons and therefore not pressing anything or timing anything correctly.).
    Yeah that's a good point. The modern high-level heal kit is a slew of buttons nobody ought to need. It's okay to have some extra healing buttons, but if they're not interesting for mechanical reasons, or if they're just duplications of already existing ideas, then they really ought to exist only to cover a few bases like GCD single, oGCD group emergency, that kind of stuff. Rather make the existing abilities stronger and more usable to make healers fly with a reduced set of say, 4 core heals 1-2 emergency heals and 2-3 flavour heals.

    Then add a bit more damage flavor to each of the jobs, ideally with a low focus on GCDs (as those ought to be kept open for healing, in particular for newer healers), then massively increase the amount of damage to be healed, but maybe reduce the immediacy of it. That is, you need to heal 3x-4x the amount of damage, but you got 2x++ the amount of time, too. Take your time, just make sure you do heal everything, the next round of damage is coming.
    (3)

  7. #7
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    614
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Carighan View Post
    That is, you need to heal 3x-4x the amount of damage, but you got 2x++ the amount of time, too. Take your time, just make sure you do heal everything, the next round of damage is coming.
    I do wonder if that's such a good idea, static regen counts for a lot of healing potential and I think going too long between damage bursts is just going to shift the paradigm from the kind of massive healing capacity that healers can bring to bear to just maintaining regens instead. I would prefer, and feel more engaged, if the system encouraged me to think about which heals I apply to deal with a given situation. That might also call for an adjustment to how various heals work but if the game plays to that then I'm okay with it.
    (0)

  8. #8
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,457
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Wolf_Necros View Post
    Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong
    If the tank is horribly undergeared compared to the healer sure... But that's like noting that people in Savage gear do more damage than people with the ilvl 700 tomestone gear.
    (1)