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  1. #10501
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Heals getting stronger is only really something that's needed if the damage we receive increases with it proportional to the amount of healing we can dish out. We haven't really had enough extra incoming damage to warrant the stronger mits and heals we've been getting unless you somehow convince a party member or 2 to stand in the orange every 30 seconds.

    Now I'm only talking from a casual perspective here, I haven't touched Savage since P1S, but I think part of the problem is that avoidable damage deals a lot of damage while unavoidable damage ends up feeling like a tickle. I think it'd be better if it was swapped; avoidable damage tickles, but provides otherwise annoying ailments that really discourage people to get hit, increases vuln stacks, etc. and unavoidable attacks should hit hard and frequent enough that a healers output should be needed every minute or so.

    Also tankbusters should actually be able to live up to their name, the increase in power that the short cooldowns have gotten in EW and the new upgrades that the 2 minute mitigations got have only made the tanks practically invincible, especially since we still tune the busters for someone who just doesn't press their buttons.
    (6)

  2. #10502
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    744
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by TheDustyOne View Post
    Also tankbusters should actually be able to live up to their name, the increase in power that the short cooldowns have gotten in EW and the new upgrades that the 2 minute mitigations got have only made the tanks practically invincible, especially since we still tune the busters for someone who just doesn't press their buttons.
    Kinda illustrated with FRU. There are 8 tankbuster combos throughout that whole fight. 5 of them are invulned(the last 2 involve both invuln and kitchen skin and probably the only ones that need extra help from healers) and the other 3 are usually just kitchen sinked.

    The reason I mentioned them saying that healing will get harder is it's almost always mentioned. It was mentioned in 5.3, 5.4, 6.0, 6.1, 6.2 and 7.0. Just too often of them saying it.

    Edit: And as mentioned, they make changes that negate the increased healing. Shake it off getting a hot added to it, in 6.4 they added range increases to many of the sch and sge's ogcds which makes them even more of ogcd type game. Now in 7.1, they increased divine caress range and Philosophia to 30y. (Why didn't they just do this in the first place when 7.0 came out especially since it was inconsistent with what happed in 6.4)
    (1)
    Last edited by Maltothoris; 02-19-2025 at 09:18 AM.

  3. #10503
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Aravell View Post
    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.

    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.
    (1)

  4. #10504
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    547
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    If it ends up with me doing more healing than dps, yeah, I could take that.
    (2)

  5. #10505
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    987
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    It's not surprising this doesn't stop being an issue when the role continues to get more healing skills than anything else every expac when most of the healing needs can largely be handled with skills learned by lv30~70 depending on who you ask and they keep being afraid of pushing things too far.

    They probably could increase incoming unavoidable damage if they weren't so dead set on the strict DDR fight design heavily punishing players for taking avoidable damage too
    (1)

  6. #10506
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Azurarok View Post
    It's not surprising this doesn't stop being an issue when the role continues to get more healing skills than anything else every expac when most of the healing needs can largely be handled with skills learned by lv30~70 depending on who you ask and they keep being afraid of pushing things too far.

    They probably could increase incoming unavoidable damage if they weren't so dead set on the strict DDR fight design heavily punishing players for taking avoidable damage too
    Healers keep getting new heals, but still in a vast majority of fights Glare/Broil/Malefic/Dosis is the most cast spell and used more than all healing spells combined.

    And they do so little damage it barely counts as a contribution.
    (0)

  7. #10507
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    987
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    dangit that came across kinda backwards.

    I meant that the kinds of damage we have to deal with can be managed by more or less the tools we've always been given near the start, so basically anything they've given us beyond that are essentially just there to reduce how often we need to use those early GCD healing tools.
    (1)

  8. #10508
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    It's kind of a problem from many different sources...

    We keep getting more oGCD heals to cast less GCD heals, and there's very often with a good enough group nothing to heal.

    And so it just turns into being different flavors of Glare Mage.
    (2)

  9. #10509
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,966
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    It’s part of the reason why back in EW SCH’s Expedient was pretty well received when it’s revealed to not be ‘just another heal button’. ShB to EW SCH—at least in healing front, were done better vs their 3 siblings.

    Then again, who knows if that was a mere fluke in the sea of mediocre decisions they’ve made. We do know they’re sort of ‘throwing wet towel & see which one sticks’-in those times. Then today, we’re back to ‘healer means they get new heal button lol’-approach.
    (3)

  10. #10510
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by CaptainLagbeard View Post
    It's kind of a problem from many different sources...

    We keep getting more oGCD heals to cast less GCD heals, and there's very often with a good enough group nothing to heal.

    And so it just turns into being different flavors of Glare Mage.
    Absolutely. As healers, we don't need these oGCD except when we need to move. So, bosses have become exercises in how well you can move your character.

    But, if everyone is doing their dance right there is no need for the oGCD heals. It's a real catch-22 situation and we know CS3 isn't about to overhaul every duty and raid to correct it. Because with the amount of work it'd require, they might as well start a whole new MMO.

    So, healers are stuck. Honestly, thinking about it, I don't see CS3 changing anything for healers in 8.0.

    I mean, what can they do? Add another damage ability on a two minute countdown? Combine our heals so we have more space on our action bars?

    The basic problem remains. Healers are both redundant and boring to play.
    (1)

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