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  1. #11211
    Player
    Alice_Rivers's Avatar
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    Jul 2024
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    605
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Well they're currently balancing the game around healers doing piss poor damage because their attack potencies are too low.
    So there's no one singular fix that solves everything, but I think as a start balancing out the game would be nice.
    I'm inclined to agree with Rein on this one, raising healer dps potencies is not going to help with this problem. Normal content would go faster, yes, and maybe you would feel the fact you're not actually healing less as a result but in higher level content, it wouldn't change the fact that forced damage is carefully calibrated to be barely non-lethal and the resulting healer response of mitigate/shield, top people off and then press dps buttons for the next minute. The result being experienced healers press their dps button by default and perfect their slidecasting, then go "Oh, wups, guess I should mitigate that more" when someone dies. On the other hand, less experienced healers are still going to be paralysed because they either don't know the damage profile is awful or they still actually care about keeping people alive rather than killing the boss.

    The way I would fix that problem is to raise damage in normal content so healers actually get trained to heal and in savage adjust the damage profile to do less raidwide damage a lot more often so that healers spend more time doing healing and it feels more manageable which gives newer healers more confidence to press their dps button.
    (4)

  2. #11212
    Player
    CaptainLagbeard's Avatar
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    Aug 2013
    Posts
    2,431
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Like I said, there is no one singular fix that would solve every problem.

    But it would be a good fix to make Healers damage output comparable to Tanks, even if it is by just boosting potencies. And SE themselves have said they don't want to give Healers more attacks, so the only viable fix IS increasing potency on the one attack we have and the DoT.

    If balance breaks the game, the game deserves to be broken.
    (0)

  3. #11213
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    SE could reduce how punishing it is to miss a GCD attack as a Healer due to needing to Heal, via potencies.

    Here's an example: SCH has Broil4 as its filler. Originally, SCH's filler spell, Ruin, was 80p, Broil4 is 320p, literally 4x as much potency. Let's assume the SCH is running 2.50 GCD (base GCD, no spellspeed). If we take the 20p away for a second to make maths easier, we can look at it as 'we deal 300p (plus 20p) per 2.5s'. Thus, by multiplying things by 1.2x, we can get to 'we deal 360p (plus 24p) per 3s'. 3sec happens to be the DOT tick rate, and so we could instead have something like:

    Broil4, Spell, 400MP
    Deals unaspected damage with a potency of 25p.
    Additional Effect: Applies Broiling
    Broiling Effect: Damage over Time
    Potency: 360p
    Duration: 9s

    Thus, players would continue to spam Broil to deal damage, as they currently do. But if a player has to drop a cast of it, to apply Succor/Adlo or such, they don't lose the full potency of Broil (320p). They'd lose only the on-cast portion (25p in this example), and the DOT portion (360p per 3s) would continue to deal damage, keeping damage rolling even in high-intensity HPS check mechanics. As you spam Broil, you'd constantly refresh the DOT portion. Of course, this comes with the downside of 'you can press Broil once per 3 GCDs and still do almost your whole damage output', so it'd have a pretty sizeable effect on skill expression, but numbers could be wrangled as needed

    Quote Originally Posted by CaptainLagbeard View Post
    Like I said, there is no one singular fix that would solve every problem.

    But it would be a good fix to make Healers damage output comparable to Tanks, even if it is by just boosting potencies. And SE themselves have said they don't want to give Healers more attacks, so the only viable fix IS increasing potency on the one attack we have and the DoT.

    If balance breaks the game, the game deserves to be broken.
    But the problem with that, is that the content is already 'balanced' around Healers having the output they have. If SE increased Healer damage output by, eg, increasing Glare to 400p, then content will have its DPS checks (in content where DPS actually matters) scaled up to match that new output. So you'd be doing the same rotation, with the same impact on the boss's HP bar (as a proportion of the total HP of the boss)

    If there's a choice between Healers getting 'deal more damage, with the same rotation', and 'deal the same damage, with a rotation that has 2-3 more buttons in it', I'm taking Option B, frame 1.

    Also, we had a time in the game where Healers were out-dpsing Tanks, at the start of SHB. The Tanks pitched a fit about it, and I expect they would do so again. The general opinion of the playerbase seems to be that yes, Tanks should be doing more damage than Healers, despite the roles both being equally 'not a DPS', and while I don't necessarily agree with that sentiment, I also don't see 'make Tanks and Healers do the same damage' as being a solution to the problems that Healers actually have
    (3)

  4. #11214
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,193
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    I don't particularly care whether or not healers do the same dps. Granted it "feels" odd to have the role that spams a single button the entire time do the same damage as jobs that can technically still do things "wrong", as hard as that may be nowadays.
    This was basically the argument in Shadowbringers, when tanks still took slightly more effort.
    But ultimately "feels odd" isn't a particularly strong argument, especially with the current state of jobs, what matters is if this would actually fix anything, it wouldn't.

    As already explained the DPS checks in content that actually has them already account for healer DPS, so healers doing more DPS just means the DPS checks get increased by that amount.
    You're ultimately still doing the exact same thing and your increased DPS makes no functional difference, it just looks nicer on damage meters.

    Well, it will change two things. Content that doesn't account for healer DPS will get faster and Healers that are already bad at pressing their single damage button consistently will now be even worse comparatively, because every single cast of Broil/Malefic/Dosis/Glare will have increased in value.
    (1)

  5. #11215
    Player
    CaptainLagbeard's Avatar
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    Aug 2013
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    2,431
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Well the alternative to fixing the lack of balance would be lower tank DPS to the level of Healers... But that then would make every currently existing piece of content kind of impossible.

    And Yoshi-P has talked about not wanting to change healer gameplay, to not give them any additional stress as he puts it... So, with that mentality, the only thing that could be fixed is attack potency.


    Although there is another thing that's been talked to death on these forums, Tank healing, which needs significant nerfs... Could generally keep the current balancing, give a huge boost to healer DPS, and take Tank healing to EW DRK levels. Healers get their downtime as they need to heal, and then do damage where they can in their downtime.
    (0)

  6. #11216
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,193
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Well the alternative to fixing the lack of balance would be lower tank DPS to the level of Healers... But that then would make every currently existing piece of content kind of impossible.
    What balance? There is no "balance" between tanks and healers, they are entirely different roles. When we talk about balancing DPS it is only within a given role, healers aren't competing with tanks for damage output, they're competing with other healers.
    (2)

  7. #11217
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
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    2,431
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Absurdity View Post
    What balance? There is no "balance" between tanks and healers, they are entirely different roles. When we talk about balancing DPS it is only within a given role, healers aren't competing with tanks for damage output, they're competing with other healers.
    Tanks aren't DPS either. So why are they allowed to do damage while healers aren't?
    (0)
    Last edited by CaptainLagbeard; 01-26-2026 at 10:19 AM.

  8. #11218
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
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    3,193
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Tanks aren't DPS. So why are they allowed to do damage while healers aren't?
    At this point I have to question whether or not you're playing the same game as the rest of us.
    Healers have been doing damage since ARR, they're doing damage right now. Whether that damage is 4k lower on average than the tanks or the exact same is irrelevant, you're still doing damage and encounters are balanced around that damage contribution, increase the contribution and you've just increased how much damage is needed to not wipe on enrage.

    And no, tanks aren't DPS, that's why they're doing 10K less than even the worst actual DPS job.
    (3)
    Last edited by Absurdity; 01-26-2026 at 10:24 AM.

  9. #11219
    Player
    CaptainLagbeard's Avatar
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    Aug 2013
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    2,431
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Absurdity View Post
    At this point I have to question whether or not you're playing the same game as the rest of us.
    Healers have been doing damage since ARR, they're doing damage right now. Whether that damage is 4k lower on average than the tanks or the exact same is irrelevant, you're still doing damage and encounters are balanced around that damage contribution, increase the contribution and you've just increased how much damage is needed to not wipe on enrage.

    And no, tanks aren't DPS, that's why they're doing 10K less than even the worst actual DPS job.
    Well, if none of the DPS matters, then why don't tanks just spam Shield Lob, Tomahawk, Unmend or Lightning Shot, it does damage, and even does more enmity than their combo letting them do their job of tanking even better than their rotation.
    (0)

  10. #11220
    Player
    ForsakenRoe's Avatar
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    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Well, if none of the DPS matters, then why don't tanks just spam Shield Lob, Tomahawk, Unmend or Lightning Shot, it does damage, and even does more enmity than their combo letting them do their job of tanking even better than their rotation.
    Because pressing one button as the majority of your 'rotation' is boring as hell? Because, like Healing, 'having enough Emnity to keep the enemy hitting the Tank' is binary, in that you either have enough (and more is useless) or you don't (and it quickly becomes a problem)?

    Let's get really crazy. WHM next expansion can deal 600p per Glare3 cast, and 1000p per Glare4 cast. Misery is now 2400p. What would this solve about WHM gameplay? Stuff wouldn't die any faster, because it's going to be developed, with its HP scaled in accordance with WHM being able to slam 600p out per GCD. All it'll have done is made WHM deal bigger numbers, without addressing the issue that how the numbers are achieved is the problem, not their size.

    Take another example, this time in reverse. As a WAR, you press 123 combo for the buff, or 124 for gauge generation. But they're boring, and Fell Cleave is fun, right? So, what if we remove those combos, and just press Fell Cleave in their place? Well, now Fell Cleave feels even more lame than it already does (due to how often it's already used in the rotation), causing it to feel less special/cool. Enemy HP is scaled with that FC-centric rotation in mind, so you're not killing anything any faster. All it'd have done, is make the rotation less interesting, and made a fan-favourite action feel mundane
    (5)
    #FFXIVHEALERSTRIKE
    Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

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