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  1. #10821
    Player
    Illianaro's Avatar
    Join Date
    Aug 2018
    Location
    Ul'Dah
    Posts
    97
    Character
    Lannis Clayworth
    World
    Ultros
    Main Class
    Monk Lv 92
    Quote Originally Posted by Maltothoris View Post
    Well, time for to guess what the next round of buffs that the healers will get. 10 potency on whm and sge with all other spells adjusted accordingly and maybe oracle changed from 50 percent to 25 percent.
    They will revert the 5 potency buff to Dia, explaining that it was buffed in error.
    (0)

  2. #10822
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,314
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Maybe we should predict like a 50 potency increase for the DoTs and about a 200 potency increase for the attack spell for patch 7.3.
    (0)

  3. #10823
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,387
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Maybe we should predict like a 50 potency increase for the DoTs and about a 200 potency increase for the attack spell for patch 7.3.
    Even if we did (assuming the reason you said this is 'because that way we'd get 50p on the DOT and 200 on the filler'), it doesn't exactly solve anything gameplay wise, we'll still press 11111111 forever

    I guess it'd make existing DPS checks/solo content easier
    (0)

  4. #10824
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,314
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Even if we did (assuming the reason you said this is 'because that way we'd get 50p on the DOT and 200 on the filler'), it doesn't exactly solve anything gameplay wise, we'll still press 11111111 forever

    I guess it'd make existing DPS checks/solo content easier
    Yea it wouldn't change the gameplay, which is also an issue with the role.
    But I would rather have them focus on bringing Healers up to the level of other roles first and foremost, because that would be easy to do if they actually cared about anything other than buffing tanks.
    (0)

  5. #10825
    Player
    ZXN's Avatar
    Join Date
    Aug 2024
    Location
    Gridania
    Posts
    223
    Character
    Zexin Hiruzagi
    World
    Cactuar
    Main Class
    White Mage Lv 100
    Hey, at least that 5 more potency all us healers are getting is more then, well, whatever the hell machinist got. I'm so sorry Machinist mains.

    BUT DON'T WORRY GUYS! Patch 8.0 will fix all the jobs for sure!
    (2)

    Dawntrail did you dirty girl, it did you dirty.

  6. 03-25-2025 03:10 PM

  7. #10826
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by ZXN View Post
    BUT DON'T WORRY GUYS! Patch 8.0 will fix all the jobs for sure!
    Yeah... Instead of spamming Glare III ad nauseam we will have : Aqua VII turning into Aero VIII turning into Stone IX which proc Glare X which nourish your Blood Lilly.... hey.... Not bad for something made up on the spot Oo

    [Edit]
    Seriously, i writed this on the spur of the moment.... Now i think about it it's not bad at all.
    The proc of Glare X stay up for 15S, or maybe 30S like the RDM and is instant, which fix some of the mobility issue of the WHM.
    Also it's a splash AOE with 50% less damage after the first target.
    The combo Aqua/Aero/Stone work a bit like a melee combo Aero do 40 potency more than Aqua and Stone do 80 more potency than Aero.

    It would be not bad at all.
    (0)
    Last edited by Lorika; 03-25-2025 at 03:42 PM.

  8. #10827
    Player
    Titania40's Avatar
    Join Date
    Aug 2021
    Posts
    83
    Character
    Pixie Titania
    World
    Excalibur
    Main Class
    Dancer Lv 80
    I don't main healer, I main Dancer for the most part. But I do play healers a fair bit when running group content. More often then not I'll run white mage or scholar during a roulette dungeon or trial. When I first heard of this "healer strike", my initial thoughts were "this is stupid, and probably just an excuse to go play the two new classes like they wanted to anyway." And amusingly, no "healer strike" movement seemed to actually kick off in-game. It was almost entirely within this very thread. Still, my thoughts on the supposed issues being complained about...

    Tanks and DPS getting self healing is not actually that big of a deal, and doesn't noticeably detract from a healer's role in the group. Said abilities are often on somewhat long cooldowns or are honestly not very helpful. A Gunbreaker's Heal-Over-Time ability is great, for the 15 or so seconds it lasts. But it doesn't keep up with most incoming damage very well. If it is enough healing during a dungeon, then a white mage casting regen at the start of each fight would have had the exact same effect. A warrior has the most impressive self healing capabilities, but those are again on a long enough cooldown that you're not able to use them all the time. And a paladin's healing is too expensive to use all the time. The healing abilities for DPS that I've seen are all ether lackluster or have too long of a cooldown to be viable for doing more then reducing the strain on a healer when things are going south. Maybe there are abilities I haven't gotten to try yet which change the equations, but I'm not seeing any Tank or DPS who don't need healers in group content. At best, most can reduce the strain on the healer when things are going wrong. Maybe the dancer pops Curing Waltz after two rapid aoes decimated the group's HP, thus reducing the healer's work load to recover the party's health from the hits. But is that really a bad thing?

    The DPS rotations of healers, yeah those are pretty damn boring. Toss a single target DoT on an enemy, spam the same single target attack. Or spam their one aoe attack spell (if above level 45). It's boring, true. But healers often have limited offensive capabilities in MMOs, that way they can focus more of their attention on supporting the party rather then where they are in their damage rotations. Not sure why anyone would think this design decision is suddenly going to be reversed after all this time either. Healer role is there for Party Support, not DPS. And the bulk of that party support is in the form of healing. If you expect that to suddenly be changed just because a small fraction of the player base gets vocal in the forums, then I feel sorry for you.

    At least, that's my opinion.
    (1)

  9. #10828
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,840
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Titania40 View Post
    I don't main healer, I main Dancer for the most part. But I do play healers a fair bit when running group content. More often then not I'll run white mage or scholar during a roulette dungeon or trial. When I first heard of this "healer strike", my initial thoughts were "this is stupid, and probably just an excuse to go play the two new classes like they wanted to anyway." And amusingly, no "healer strike" movement seemed to actually kick off in-game. It was almost entirely within this very thread. Still, my thoughts on the supposed issues being complained about...

    Tanks and DPS getting self healing is not actually that big of a deal, and doesn't noticeably detract from a healer's role in the group. Said abilities are often on somewhat long cooldowns or are honestly not very helpful. A Gunbreaker's Heal-Over-Time ability is great, for the 15 or so seconds it lasts. But it doesn't keep up with most incoming damage very well. If it is enough healing during a dungeon, then a white mage casting regen at the start of each fight would have had the exact same effect. A warrior has the most impressive self healing capabilities, but those are again on a long enough cooldown that you're not able to use them all the time. And a paladin's healing is too expensive to use all the time. The healing abilities for DPS that I've seen are all ether lackluster or have too long of a cooldown to be viable for doing more then reducing the strain on a healer when things are going south. Maybe there are abilities I haven't gotten to try yet which change the equations, but I'm not seeing any Tank or DPS who don't need healers in group content. At best, most can reduce the strain on the healer when things are going wrong. Maybe the dancer pops Curing Waltz after two rapid aoes decimated the group's HP, thus reducing the healer's work load to recover the party's health from the hits. But is that really a bad thing?

    The DPS rotations of healers, yeah those are pretty damn boring. Toss a single target DoT on an enemy, spam the same single target attack. Or spam their one aoe attack spell (if above level 45). It's boring, true. But healers often have limited offensive capabilities in MMOs, that way they can focus more of their attention on supporting the party rather then where they are in their damage rotations. Not sure why anyone would think this design decision is suddenly going to be reversed after all this time either. Healer role is there for Party Support, not DPS. And the bulk of that party support is in the form of healing. If you expect that to suddenly be changed just because a small fraction of the player base gets vocal in the forums, then I feel sorry for you.

    At least, that's my opinion.
    “The tanks healing is often on too long of a CD”

    Tank healing is on a literal 25 second CD. That is basically the shortest CD abilities ever have
    (5)
    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

  10. #10829
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by Titania40 View Post
    snip.
    Sorry but, whith a WAR, in normal content i mostly only use Regen, Asylum and Divine Benison while his healing himself (and others) with Bloodwhetting, Equilibrium and Shake it off.
    With a decent WAR as Tank, i just spamming Glare 80 to 90% of the time.... The only time i heal, it's for party wide damages or when a DPS make a mistake... i almost can leave the WAr alone doing it's little fun.
    (0)

  11. #10830
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,387
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Titania40 View Post
    Tanks and DPS getting self healing is not actually that big of a deal, and doesn't noticeably detract from a healer's role in the group.

    It's boring, true. But healers often have limited offensive capabilities in MMOs, that way they can focus more of their attention on supporting the party rather then where they are in their damage rotations.

    Not sure why anyone would think this design decision is suddenly going to be reversed after all this time either. Healer role is there for Party Support, not DPS. And the bulk of that party support is in the form of healing. If you expect that to suddenly be changed just because a small fraction of the player base gets vocal in the forums, then I feel sorry for you.

    At least, that's my opinion.
    EX roulette is regularly cleared by 1 Tank, 3 DPS parties, because it's faster. Ultimates have been cleared, on content (ie before any buffs come in for jobs to make it easier to clear). The lower end content, and the highest end content, have both been proven to be doable without Healers. Which means that theoretically, everything in between can also be done without Healers. A Tank can now survive without the need of a Healer in EX roulette. Flip the script, a Healer often cannot survive a Tankbuster from a dungeon boss even with the mitigation tools they have access to, and without emnity management that Tankstance provides, the boss's aggro runs rampant. If a Healer could do the Tank's job, to the extent that a Tank could do a Healer's job, then at least it'd be an 'equivalent exchange', but it's not.

    No they do not. This game used to have more damage actions for Healers in previous expansions. I know the devs have said they won't go back to 3.0 design, I advocate for 4.0 design to be the 'blueprint'. There, WHM had a 18s DOT and a 24s DOT, instead of the single 30s DOT. SCH had 2 DOTs, and Miasma2 gave some interesting moment-to-moment gameplay choices regarding opening up weave space (since only AST had 1.5s casts back then). And AST cards had more interplay, thanks to Royal Road. Or, looking at the closest comparison, WOW, I have 3 DOTs currently on my main Healer spec (Resto Druid), and if I deviate from the 'meta' build for the memes, I could pick up like, 6 in total, plus I have Starsurge, a 10s 'instant damage' CD (akin to Phlegma). And in WOW, 'press GCD healing buttons' is a lot more required of the player. So there's really no excuse.

    People are getting vocal precisely because we've seen that it was the way it was in the past, it changed to what it is now, and the change is perceived as being overall a net negative for the role's enjoyment factor. The bit about 'Healer's job is not to DPS' always makes me a bit annoyed to read, because by that token, the Tanks' job isn't to DPS either. Yet, they get new damage buttons with every expansion, and one of them (GNB) arguably has a more complex rotation than some of the DPS themselves (eg SMN). But, we don't hear the same argument being levied at the Tank role. It can be argued that 'oh, the Tank needs these actions to do damage because that's how they generate Emnity', but to that I say 'you can have actions that do no damage and just build Emnity'. For example, Shadowstride and Trajectory deal no damage, but give more Emnity. Flash gave a static non-scaling amount of Emnity. Provoke gives Emnity on use, after setting you to 'current highest Emnity value, plus one'. Tanks don't 'need' these new big damage actions like Confiteor, Blade of X, Primal Rend/Ruination, Shadowbringer/Disesteem, or DoubleDown/Lionheart. You could keep aggro on enemies using just uncombo'd Storm's Eye, if the multiplier on Tank Stance were made high enough. But, that wouldn't be fun for Tanks, would it? So, we have a double standard

    You say you're a Dancer main, but your profile has it listed as level 70. Either you're an alt, or you're speaking from the POV of someone who's not reached the end of the MSQ and played enough to see the issues firsthand
    (3)

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