


I agree. It may sound counter-intuitive but it is one of the best solutions to the "healer problem." Nerf the mitigations, nerf the heals, and they'll both become more meaningful.Funny thing is, they haven't strictly been lying about higher healing requirements. Fights like P10S and the more recent M3S has some pretty good healing requirements.
The problem is that they also increased our healing output as a party, so that just ends up negating the healing requirement increase and we basically feel like nothing has changed. What they need to do is nerf our total healing output as a party so the increase to healing required is actually felt by the player.



I wouldn't say it's counter-intuitive, there's nothing saying that our heals need to get stronger as we get stronger.
Having additional effects/interactions or having more tools to deal with different situations is also how healers can get stronger. It would also deal with potency creep if they were creative with skill expansion instead of just increasing potency and calling it a day.



Hmmm... I believe it is counter-intuitive in the sense players naturally assume healers should get more powerful heals as they level in the same manner damage dealers gain more powerful damage dealing abilities as they level. There is a trap there. Because, one, healers often need to use less heals as players get better; and two, there is no benefit to keeping the health bars at 100% all the time. So, the value of a spell which restores full health is less valuable.I wouldn't say it's counter-intuitive, there's nothing saying that our heals need to get stronger as we get stronger.
Having additional effects/interactions or having more tools to deal with different situations is also how healers can get stronger. It would also deal with potency creep if they were creative with skill expansion instead of just increasing potency and calling it a day.
As long as everyone one is alive, they can function at full capacity. But, if you nerf the heals and mitigation, suddenly the threat of the health bars reaching zero is higher. So, each healing and mitigation spell immediately becomes more valuable. That's what I mean when about it being counterintuitive. I agree having additional effects/interactions and tools for for different situations is a good way for a healer to get stronger.
Power creep is a real problem because CS3 has just been slapping extra potencies on everything. They have not been particularly creative in the expansion of skills. Perhaps, in their eyes, it really is too much work for too little benefit.
Pretty soon we'll need another nerf across the board to avoid the need for bosses to have billions of health. I fully expect this to happen in 8.0. I'm ready to bite that bullet because it'll be good for the game.
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