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  1. #10631
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    609
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    And above all, #make-tank-buster-hurt-again
    (2)

  2. #10632
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    741
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by YarnMage48 View Post
    Why do you think 700 potency of healing isn't needed when each of the 4 hits of damage takes out a significant amount of the party's health? Would not 700 potency of healing be relevant when you need to recover a lot of health in between each hit?
    Here are the big things. First off, damage is scripted. No matter how many times you do something, all damage is generally the same maybe one time is a higher roll doing 5 percent more damage but generally it's very static. Case in point, look at FRU. We have this right here which helped formed the mit plans that are going around. https://docs.google.com/spreadsheets...#gid=427063653

    The other thing is, everyone has something. All melees have feint, all casters have addle, all ranged have their 15 percent, all tanks have their reprisal and their 90 seconds. Not to mention, even then, we still have a lot of overheal. In my fru clears I have about 30 overheal. My pure healing partners have 50. 50 percent overheal does kind of show that we have too much healing.
    (1)

  3. #10633
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Maltothoris View Post
    Here are the big things. First off, damage is scripted. No matter how many times you do something, all damage is generally the same maybe one time is a higher roll doing 5 percent more damage but generally it's very static. Case in point, look at FRU. We have this right here which helped formed the mit plans that are going around. https://docs.google.com/spreadsheets...#gid=427063653

    The other thing is, everyone has something. All melees have feint, all casters have addle, all ranged have their 15 percent, all tanks have their reprisal and their 90 seconds. Not to mention, even then, we still have a lot of overheal. In my fru clears I have about 30 overheal. My pure healing partners have 50. 50 percent overheal does kind of show that we have too much healing.
    How does the damage being scripted make healing potency irrelevent? That makes no sense at all.

    Also, overheal doesn't mean that you have too much healing, it means you are healing when its not needed.

    As far as I can tell, neither of these things mean that healing potency isn't relevant in a heal plan.
    (0)

  4. #10634
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Basteala View Post
    You know, in a weird, ironic way, healing is both more difficult for new healers than ever before, yet more mind numbingly boring for any healer with experience.

    Why? It comes down to tax damage.

    Tax damage in this case being the unavoidable. The inevitable nickle and dimes taken out of your tank's hide. The mild to moderate predictable damage that needs to be healed that the tank simply can't shrug off. Unlike the real world, low taxes aren't desirable here because it means that healing goes from 0 to 100 when some chucklehead picks up three vuln stacks out of left field, and the healer has to go from mindlessly DPSing to snap healing someone almost dead, or simply globalled due to their own ignorance.

    Of course, any skilled healer will probably know to throw some OGCD at the derpy DPS or whoever screwed up, but that's the other thing: there's too many buttons for good healers to really actually use what makes the core class feel like the core class, and too many buttons to *not* overwhelm new healers.

    Bring back actually threatening auto attacks. Cut back on the arbitrary invisible walls. Cut down on healing CD bloat by like a third. You'll see change.
    I think, if I am understanding you correctly, that you want unavoidable damage to be higher and avoidable damage to be lower. Is that correct?

    If so, then that's not necessarily a bad idea, but I that if you do that, you'll end up with DPS who don't see the need to respect mechanics. I actually wish that DPS got damage downs in normal content as well as Savage/EX, because a vuln stack really is more of a punishment to the healer than the player who messed up. Regardless, I do think that there needs to be felt consequences for failing mechanics in normal content. They gotta learn somehow.

    Hmmm but I think you could balance the tax damage a little higher and still have a good difficulty level. At least take away some of the overpowered tank healing and mitigation, so that we don't have literally nothing to do during pulls if we have certain tanks in the party. Although the tax aoe's in some pulls, like the last pull of Strayburough, are a good idea. I'm not 100% happy with the execution but I like that they did something different with the pulls. But at any rate, I think there needs to be a good balance between tax damage and mistake damage, so that there's room for some mistakes in a run with a new healer.

    It's just a struggle to find ways to add challenge without overburdening new healers too much.
    (0)

  5. #10635
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by miraidensetsu View Post
    And above all, #make-tank-buster-hurt-again
    I can get behind that!
    (0)

  6. #10636
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    918
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by YarnMage48 View Post
    you'll end up with DPS who don't see the need to respect mechanics. I actually wish that DPS got damage downs in normal content as well as Savage/EX, because a vuln stack really is more of a punishment to the healer than the player who messed up. Regardless, I do think that there needs to be felt consequences for failing mechanics in normal content. They gotta learn somehow.
    Sometimes cheesing a mech is fine, maybe even the better strat because it's safer than trying to coordinate the ddr at times, like many of the double tankbusters and forced swaps being cheesed with invulns or hypermitigating Sphene Ex's Royal Authority.

    Hmmm but I think you could balance the tax damage a little higher and still have a good difficulty level. At least take away some of the overpowered tank healing and mitigation, so that we don't have literally nothing to do during pulls if we have certain tanks in the party. Although the tax aoe's in some pulls, like the last pull of Strayburough, are a good idea. I'm not 100% happy with the execution but I like that they did something different with the pulls. But at any rate, I think there needs to be a good balance between tax damage and mistake damage, so that there's room for some mistakes in a run with a new healer.
    I really liked healing through that pull when it was new. It showcased the shiny new lv100 skills pretty well at the time but it unfortunately didn't take too long to get outgeared. Same goes for the M4N laser spam at the end.
    (0)

  7. #10637
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,907
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Something that I love about cheesing -some- mech, they allow a little bit of knowledge/skill expression, letting people get a bit creative with their use of actions.

    But over time I came closer to a conclusion that SE doesn't like their player to get creative so... /shrug
    (1)

  8. #10638
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,528
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I think one problem with the doll AOE’s in staryborough they have yet to properly come up with a rectification for is for the shield healers a vast majority of what they use to heal the tank is already AOE

    Like WHM and AST between solace, bension, tetra and Bene for WHM and non damage cards, exaltation, intersection and ED for AST the regen healers have a varied array of single target healing that forces you to consider the proper use of your more limited AOE kit when the party is also taking damage (especially WHM as solace and rapture share resources)

    Meanwhile the shield healers single target kit is weak and functionally vestigial outside of the fairy/kardia. Your primary healing tools for tank only healing in a dungeon are soil/kerechole physis/whispering dawn and seraph/panhiama with really only excog/taurochole being dedicated common use single target heals (and I guess seraphic veil/haima). So in the situation with the dolls I recite excog the tank then throw down soil and whispering dawn, if the dolls didn’t AOE I would………..recite excog the tank then throw down soil and whispering dawn
    (0)
    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

  9. #10639
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    snip
    I was trying to stay on topic. I NEED you to answer why 700 potency isn't relevant in a heal plan for a savage raid. Come on, tell me how your group handled it. Did you not do any direct healing in between those hits, and if so, how did you handle it? Why is 700 potency of healing not relevant for for those mechanics?

    If you can't answer that, then I have illustrated a significant gameplay difference between skills.

    Also I explained that there's a long DoT with increasing potency, which means mean that Physis won't cut it because you'd need to continue healing while it's on cooldown, and you'd want the higher potency of Philosophia as the phase continued. Not to mention that there's a stack during that phase that takes Kerachole, and of course you can't hit Kerochole every 30 seconds for the regen anyway because your gauge doesn't support that. I'm not sure how "niche" of a situation you're looking for, but there's certainly use for it.

    Besides all of that, you may not have felt my answer was "niche" enough, but it was certainly inaccurate to say that all I did was rephrase the tooltip. You then went on at length about how you can both read tooltips and do better than rephrasing them. What was the point of that?

    To your last point, if you aren't paying attention in dungeons, that's on you. You do still need to do some healing in dungeons. And again, its not about whether or not you are bored. Its about new players being able to learn, and they do in fact learn through dungeon content. In fact, dungeons are great for learning one of the most important skills of a healer - crisis management. And because the penalties for failing mechanics get progressively higher, the crisis management ask becomes higher as well.
    (0)

  10. #10640
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    snip ”
    Since you insist on adding a new topic to the mix before we've resolved the current one, I can easily address that as well. In fact, you've already helped to do so.

    You said that "skills were added to SCH’s kit over time to fulfill particular niches". Well, when creating a new healer, they needed to make sure that their skills could meet the same requirements as Scholar. in fact, as Rein pointed out, they had to add the mit to Holos because it was needed. It's important to be able to clear any content with either option as your shield healer (or throwing the shield/pure healer dichotomy to the wind and grabbing whichever two healers you want). But they also had to make sure that the healers are balanced to each other. There is overlap in the skillset because of the combination of encounter design and ensuring content is equally playable by all classes. There's even overlap between all 4 healers. I mean really, how different is Aetherflow from Astral and Umbral draw? It has a 1-minute cooldown, you get 20% of mana regened, and it charges the use of skills. Lady of Crowns has the same heal as Indomitability. If you look, you'll see the similarities between healers everywhere.

    Now, as I've said, they could have tried to design Sage from the ground up, but ultimately, you'd still end up with a lot of similarities because of the reasons above. You'd still be working with weaker options that you can use more often and stronger options that you can use less often. You'd still have a resource gauge of some kind, because all jobs have them. You'd probably still see similarities in shield/mit/heal potencies/cooldown lenghts so that things could stay balanced. But instead of reinventing the wheel, they chose to utilize a base resource system that they knew worked, and gave it it's own identity from there. And frankly, Kardia being a DPS-based heal, having access to both pure and hybrid GCD heals swapped by using Eukrasia, a mobility system fueled by GCD shields being used (in sharp contrast to the standard lower potency instant cast that other casters get), a base oGCD toolset/mana economy system that focuses on using gauge skills rather than filling the gauge, as well as unique skills like Haima and Panhaima are all a really strong start. Additionally, the additional damage options on Sage are charge/CD based, rather than gauge based, and Sage focuses more on raw damage as opposed to the SCH crit buff. Sage is more mobile, even with additions to Scholar mobility, but Scholar can combine different elements in unique ways to create some truly overpowered effects. Could there be more differentiation? Certainly! But I do think Sage already has a strong identity apart from Scholar. Also, Sage doesn't rely on a fairy to do a significant amount of the healing. Sage just does it all with their own skills. No fae assistance required.
    (0)

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