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  1. #1
    Player
    Mercury_Grey's Avatar
    Join Date
    Nov 2018
    Location
    Ul'dah
    Posts
    194
    Character
    Jaune Belladonna-arc
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lorika View Post
    Sorry but right now when i see a Tank take a Tank Buster and loosing less than 50% of it's HP (and even less with PLD job skills), thing that can be fixed with just one heal.
    When i see a DPS insta healing more than 50% of it's HP after a raid wide AOE.... Damage that was also mitigated by some DPS personal/group Shield/mit, and that can be healed with one group heal.
    Without forgeting how trivial most DPS check have become.

    I don't know for you but i really think there is some serious problems.
    On the DOS having some healing that's better then healers I do agree but at times if a healer has to focus on mechanics like for example worl ext the 6 hot tnak buster and having to keep both tanks alive. The dps having some healing br ok
    (0)

  2. #2
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by Mercury_Grey View Post
    The dps having some healing br ok
    So a team like the following is ok? : War, GNB, Monk, Picto, Dancer and RDM....

    Sorry, but as a healer i feel just completly useless with a party like that.
    (3)
    Last edited by Lorika; 01-02-2025 at 04:34 AM.

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Lorika View Post
    I don't understand why people want to add layer upon layer upon layer of mechanic to fix healing. It's not the first time iwonder why, but it's the first time i voice it.
    i think all your idea aren't the solution at all.

    You just want to add new code into a game know to have a spaghetti code for years.... It's asking for bug, lag, dev taking even more time to to things, risk of mistake making some fight too hard and being nerfed later, rendering thoses mechanic near meaningless on other fight, even more unbalance between jobs etc... etc...

    Why wanting to take the risk to make things even worse when the answer, the solution, the fix is way more simple : Tank and DPS just need to have their mit, self-heal/heal and potency nerfed. it's the most simple and efficient way to fix healing.

    SE just need to roll back on the powercreep they created.
    I don't think it's a good idea to consider 'SE can't code without making a spaghetti mess' as a factor in whether an idea has merit or not. If we did, nothing would ever get added again, look at how jank most additions to the game have been. Glamour as a system was a hack job back in 2.3 and we're still paying the price for its implementation, for example, and since then rather than fixing it to work better, they've bandaid fixed the storage issue with Glamour Dressers. Nor do I think 'what if one job is better at solving the mechanic than another' is a factor, because A: To avoid 'one job is better than another' you'd have to have every job be entirely identical in their designs, and B: SE has made situations where one job is clearly better than another at solving a mechanic quite regularly, so long as every job can clear I don't think it matters so much if one job has a slight advantage at a mechanic. Look at AST in P3S vs WHM (which actually brought AST play rates up to WHM levels for that one fight), look at a great many fights that have 5 tankbusters, where WAR (and only WAR) can Holmgang 3 of them (this happened again with M3S, so it's not like that was just a Stormblood thing).

    I hear a lot of people saying that 'the solution to make healers more engaging is to make us heal more'. The idea I posted would make people either heal more, or use Esuna more, both of which are 'what healers should be doing' according to some players. It being a separate system, I'd argue, would allow for more granularity on adjusting how much damage it does/how hard the fight is, not less. If SE were to just do a change like 'nerf healing power by 50%, nerf incoming damage by 25%' (such that we're effectively weaker at healing vs now), I think that runs at least the same risk of 'fight is too hard' (if not more), but also there's less dials to adjust to change the fight difficulty to a more satisfying level than current gameplay (but still clearable). Consider, as we get more gear currently, the healing challenge dissipates, because our heals get stronger AND the damage we take goes down (due to Defence/MagicDefence stats on gear). But an external mechanic like the suggested one, doesn't necessarily have to interact with the defensive stats. The mechanic that applies 50k of Aetherblight in Week 1 progression, could still apply 50k in full BIS, our healing power would go up, but the value to heal would not go down (unlike currently), making the content more resistant to 'being outgeared' in that regard

    At this point, I don't even think complete removal of Tank/DPS party-mit/selfheal tools would solve the issue. Take WAR. Back in HW, they had Equilibrium (which they didn't want to use because in Deliverance it restored TP) and Inner Beast (which they didn't want to use because that's a Fell Cleave you're missing out on). If WAR were taken back to that point in terms of their party-mit/self healing capabilities, I don't think that really solves the Healer gameplay issues. Instead of using 5 of my SGE tools to get through a dungeon pull, maybe I use 7, or 8. But I have like 9 total tools, so my gameplay is still 'OGCD bullshit go' and then spam Dyskrasia. We can't just blame it all on BloodWhetting and the like, our own Healing kits are part of the problem too. I mean, look at DRK, back then in HW they had Dark Arts Abyssal Drain, which was functionally similar to what we now know as Bloodwhetting. But it wasn't really an issue back then, and it IS an issue now. What changed? How much extra stuff we have access to with an additional 40 levels of kit would be a factor I expect

    Quote Originally Posted by Lorika View Post
    So a team like the following is ok? : War, GNB, Monk, Picto, Dancer and RDM....

    Sorry, but as a healer i feel just completly useless with a party like that.
    That's a lot of healing and mitigation across that party, yes. Now imagine we remove all of the mits, and raidwide healing actions from that team. So, WAR loses SIO and Nascent Flash (they can only heal themselves with BW/Equil), GNB can only self-target Aurora and loses Heart of Light. Monk loses the Earth's Reply heal (it can keep Mantra since it's been there since ARR), PCT loses Star Prism's heal and Tempera Grassa (it can keep the self-shield), DNC loses Curing Waltz, Improvization and Shield Samba, and RDM loses Magick Barrier's 10% mit (it can keep the healing+ since it's basically another Mantra). Okay, with all of that stuff removed, how do I as a healer, tackle Worqor Lar Dor EX? TBH, basically the same, but I press a Medica3/Aspected Helios every now and then to keep up with the DOT.

    So, after all of that, the net result of the changes listed is that our gameplay now includes an occasional Medica3 that wasn't there before. I don't think that'd really solve much. Plus, old content has been designed with those mits on non-Healers in mind, so removing them means having to go back and check old content to make sure it can be cleared with the changed job kits, and the added pressure on the healers to do all of the mitting/shielding, and that sounds to me like it might cause 'risk of mistake making some fight too hard and being nerfed later'
    (1)

  4. #4
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by ForsakenRoe View Post
    Now imagine we remove all of the mits, and raidwide healing actions from that team.
    Where did i say remove?
    I said nerf, it's completly different.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lorika View Post
    Where did i say remove?
    I said nerf, it's completly different.
    I think their point was that to have a meaningful effect on typical parties' GCD healing usage, you would essentially need to nerf the likes of Shake it Off, Clemency, Divine Veil, Passage of Arms, Curing Waltz, Reply if Earth, etc., across that comp to the point that their holders would rather not have them bloating their bars at all -- i.e. effectively removing them.

    Which then means the nerf/gutting/removal would be likely be an incomplete solution anyways (as even with the nerfs we'd still spend the vast majority of our time spamming Malefic) despite stripping a form of engagement from said jobs and reducing the number of ways non-healers can differentiate their support/utility from one another.

    So we'd end up degrading gameplay elsewhere just to have less of an effect than we'd have by just... increasing effective sustain requirements with the least possible side effect (e.g., through a greater number of damage events rather than the damage of each event).
    (0)
    Last edited by Shurrikhan; 01-02-2025 at 09:34 AM.

  6. #6
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    Roe was brainstorming an extreme example and said such an example would probably just barely help increase the healing we need to do by itself. We might also need to advocate the removal of some of our own oGCD heals and cooldowns in addition to the extreme nerfs on the tanks and DPS if we only go down the path to only nerfing. As such, increasing the encounter damage looked like a better idea to focus on first so the nerfs do not have to be severe.

    As for the 25s cooldown Provoke, the only reason I can think of would be because the Warcraft tanks once started ping ponging a boss on a big arena when the boss was entering their damage plus phase. They understood that it was hell on melee DPS, so they started to burn through their defensive cooldowns first. Once both tanks did so, they started playing piggy-in-the-middle and favored ranged DPS more to reduce the effect this would have on the DPS. Blizzard had to add in a taunt immunity after maybe 5 quick consecutive swaps over time to prevent the boss looking foolish running back and forth. It was either that or make the boss fiendishly fast with the running.

    Other than that, I would like to see some actual tank swaps for our encounters with 2 tanks. The off tank is 90% of the time just another DPS since they are just there in case something screws up to kill the main tank. We do have tank busters hitting both of them, but it generally just happens on the "final trial boss". Even our 12th normal final boss from our last expansion 8 player raid didn't really do anything specifically important for the off tank. I was able to use things like Nascent Flash on the main tank, but that was it and it likely compounded the issue even more with healers almost not needing to heal the tanks. Shirk and turning off tank stance was used quite often since I was able to out pace the threat of other tanks half the time. I elected to use the healing utilities like Nascent Flash more so when someone was getting raised.
    (0)