Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 73
  1. #11
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    651
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    If all healing was GCD and all damage was oGCD, all you've done is make me not use any GCDs for minutes at a time and making me wait until I can do a thing that's actually conducive to party success. That doesn't "make me feel like a healer", that just makes me feel like dead weight until the oGCD comes off cooldown.

    In order to feel like a healer, there needs to be enough incoming damage to warrant having to spend time healing. At that point, it doesn't matter if you have 50 DPS buttons or 5 DPS buttons, healing will take priority and as such, you would "feel" like a healer even if you only had 2 healing spells.

    The feel of a job is about what gets regularly used in a kit, not whether or not it says Spell or Ability. Stormblood really was the high point for healing; enough incoming damage, not too many oGCD heals to replace the GCD heals, and a healthy amount of attack variety when you didn't need to heal (or felt you could risk another hit).
    (12)

  2. #12
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    164
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    It feels like we’re deliberately made to not need to heal constantly so that it’s easier to get into healing, especially in msq/normal content. The skill floor in content without dps checks is to press a heal once in a while. And then in raids, optimization is in how well can you keep your gcd rolling (which is relevant at all times when the boss is targetable) and then how much you can minimize your gcd heals, (which is only relevant when damage it going out).

    With how the game is designed these days, more healing-intensive fights can cause problems since mitigation is a big deal but you can’t trust your teammates in Savage party finder to actually know what Feint and Addle are for. Abyssos Savage was rough partially because of that, and it seemed like less people played healer in that tier than usual.
    (4)

  3. #13
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,003
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Voryn View Post
    With how the game is designed these days, more healing-intensive fights can cause problems since mitigation is a big deal but you can’t trust your teammates in Savage party finder to actually know what Feint and Addle are for. Abyssos Savage was rough partially because of that, and it seemed like less people played healer in that tier than usual.
    Sounds like raidwide mitigation isn't something that should be every role's responsibility.
    (5)

  4. #14
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,589
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Azurarok View Post
    Sounds like raidwide mitigation isn't something that should be every role's responsibility.
    Kind of...? I mean mitigation in a vacuum isn't a problem, it's only becoming an issue if you can efficiently align tank & dps raidwide mitigation if it effectively has no gaps + the incoming damage is too infrequent and coordinated in bursts.

    Same also applies to tank damage taken and kitchen sinking being something you can do due to how busters are spaced.

    Realistically it would take the following to make healing requirements go up to warrant healer presence more:
    • Tank busters (occasionally with DOTs too) being thrown more regularly and as part of raidwide damage (see Emerald Weapon EX p2 buster) or part of mechanics (see Neo-Exdeath "Delta Attack", Eden Prime savage "Delta Attack" inverted, Eden Leviathan savage "Black Smokers", DSR p6 "Wyrm's Breath" and many more).
    • Raidwide damage and/or regular tank damage being much more frequent and also uninterrupted and less condensed in bursts (i.e. can't cover everything in 3+ layers of mitigation), slap bleeds in there for good measure.

    Simply put, more damage that can be reasonably reacted to, can't be covered by bloats of mitigation forever and can't be covered by tanks & Dps healing alone.
    (4)
    Last edited by Reinhardt_Azureheim; 03-19-2025 at 04:10 PM.

  5. #15
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Kind of...? I mean mitigation in a vacuum isn't a problem, it's only becoming an issue if you can efficiently align tank & dps raidwide mitigation if it effectively has no gaps + the incoming damage is too infrequent and coordinated in bursts.
    The (lack of) frequency is the big issue tbh. If we had near-constant raid damage, both widespread and targetted, then the ability of lots of jobs to produce and stack lots of mitigation would be less of a problem, as it'd only cover some comparatively brief moment of damage.

    I feel every single fight in this game, including dungeon bosses, should have one or a combination of these mechanics:

    * Constant DoT damage on the group.
    * 360° cleaves on the autoattack timer that damage melee DPS and tanks.
    * Random untelegraphed line or AoE attacks on people.
    * Random individual hits on non-tanks.

    None of these would be lethal (hence the lack of telegraphing). They would produce a steady and not insignificant (you can survive 2-3 hits, then you'd die if you get another one, so you need healing ASAP) and genuinely happen constantly, every 2.5s somebody suffers damage basically.

    Then sure, give people lots of mitigation to stack.
    (2)

  6. #16
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Carighan View Post
    Yes, many old questlines are bad, news at 11.
    Or good in that sense, at least, because how tf else would one deal with varied damage intake without going idle?


    Quote Originally Posted by Carighan View Post
    The (lack of) frequency is the big issue tbh. If we had near-constant raid damage, both widespread and targetted, then the ability of lots of jobs to produce and stack lots of mitigation would be less of a problem, as it'd only cover some comparatively brief moment of damage.
    Mostly agreed on the whole, but...

    Constant DoT damage on the group.
    This seems the dullest possible way to provide that, especially without a thematic reason for that (e.g., being visibly toasted/frozen/electrified constantly).

    360° cleaves on the autoattack timer that damage melee DPS and tanks.
    This just screws melee disproportionately. I'd far rather they be involved in de-pressuring the tank by baiting briefly-telegraphed attacks off them (think Caudal Swipe) and the tank autos (or energy built from them to be spent on raidwides) be significant enough to make that extra-role gameplay near-obligatory.

    Random untelegraphed line or AoE attacks on people.
    I'd argue they don't even have to be untelegraphed. As long as the damage is increased enough to already put (barely buffed) leads in on-demand healing at parity, this would just disproportionately hurt %miti and other time-sensitive preemptive sustain.

    Random individual hits on non-tanks.
    Sure. Though I'd love for some of them to be more actively interceptible by tanks as well. No need to forgo gameplay elsewhere when we could just tune averages around it.
    (2)
    Last edited by Shurrikhan; 03-20-2025 at 05:26 AM.

  7. #17
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    903
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    wait healer are needed now? I tho it wasn't needed since they keep clearing the hardest content without one?

    but on all seriousness they should remove all healing from DPS and lower healing on tanks like other then blackmage all DPS have a 500 potency aoe heal all Melee and ranged have a second wind with 1000 potency gunbreaker and darknight heals are fine because they fill balanced take warrior and pal tho and it's a whole new story. Paladin magic DPS phase that heal is fine it's 400 per hit but clemency need to be removed or tuned down. warrior well is warrior if you cue with one just leave you are literally pointless
    (0)

  8. #18
    Player
    SubmarineAlt's Avatar
    Join Date
    Apr 2024
    Posts
    44
    Character
    Bzzzt Buzzzzzzzzzzzzz
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    wait healer are needed now? I tho it wasn't needed since they keep clearing the hardest content without one?

    but on all seriousness they should remove all healing from DPS and lower healing on tanks like other then blackmage all DPS have a 500 potency aoe heal all Melee and ranged have a second wind with 1000 potency gunbreaker and darknight heals are fine because they fill balanced take warrior and pal tho and it's a whole new story. Paladin magic DPS phase that heal is fine it's 400 per hit but clemency need to be removed or tuned down. warrior well is warrior if you cue with one just leave you are literally pointless
    I want you to explain, in proper sentences and with proper grammar, why Bloodbath on Melees is a problem. Nothing else. Specifically Bloodbath. I want you to detail why Bloodbath needs to be removed. I want numbers. I want reasoning. I want scenerios that you have seen and experienced.

    You called for all dps heals to be removed, and I'm asking about 1 specific one. I'd like your reasoning. Can't wait to hear it.
    (2)

  9. #19
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Shurrikan, the whole point is to forcible deal constant damage to non-tanks.

    Not lethal damage, but "some" damage (depending on the type and AoE pattern we're talking anywhere from 10% to 40% of someone's average HP here, so that 2 hits will *barely* not kill you, but a third one would. With this being near-unavoidable (flat DoT, untelegraphed, 360° cleaves, etc), it forcibly causes near-constant damage input into the raid, and not evenly to everyone. Hence semi-constant healing is required, and utilizing single-target heals, too. Hence also sometimes bosses specifically going more for the melee (or the ranged~), to make just spamming group heals inefficient.
    And as long as these mechanics briefly (3-5s) stop before major raid hits, it's fine, there's one last chance to re-heal before the big AoEs.

    And yeah of course something like a flat DoT is boring, hence why I said fights should employ any or all in combination. Could even vary throughout the course of fights. Could be anything. But like the idea is that you have 1-X mechanics between flat damage, specific damage (say, just melee), various AoE patterns or random targetted shots, all of those constantly require healer attention to re-heal the damage as the damage just cannot be avoided.
    (0)

  10. #20
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    548
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by SubmarineAlt View Post
    I want you to explain, in proper sentences and with proper grammar,
    Looking at that post, aren't you setting the bar a little high there?
    (1)

Page 2 of 8 FirstFirst 1 2 3 4 ... LastLast

Tags for this Thread