Or a smart healer can run to the tank and a smart tank can take it off of them easier.
Yes, overhealing should generate threat.
It's more like its enmity cap was/is completely broken; I never thought there were any glaring enmity issues in fights against trash mobs that lasted too short for anyone to reach the cap.Also XI and enmity shouldn't be in the same sentence, that game's enmity system was completely broken and never got fixed.
Still doesn't change my opinion that it handled healing enmity better than this game does.
A lot of us are PS3 players. It's not particularly fast to remove debuffs using the controller system. Especially when you ought to be using defensive buffs or your rotation.
I agree the overhealing generates threat mechanic causes more trouble than it ought to. Regen is a good example. They should at least get rid of the threat generated by HoTs.
OP, don't feel bad. The unfortunate thing is the majority of players who post in forums are the vocal minority who'd prefer a game's mechanics never change because they like to pride themselves on how elite they are at dealing with the bad mechanics. But once the bad mechanic is removed they will act as if it's the greatest change in the world.
Last edited by therpgfanatic; 03-25-2014 at 09:27 AM.
Would it be nice if "over cure" did not generate hate? Yes.
Would I like it if I didn't? Yes.
But because it is there:
Is it really an issue? No.
Should SE bother changing it? No.
Should OP learn how to deal with it? Yes.
Well guess what?I agree that there should be a mechanic to discourage overhealing, but I think threat ends up having the wrong effect.
If the tank is facing mobs the wrong way and AoEs are flying around everywhere, it's clear that the tank is at fault. If a DPS goes full burst rotation on the wrong mob in an AoE pull and gains aggro, it's the DPS's fault and they end up dying. In all these cases, it's abundantly clear that the player at fault is what's causing the issue.
Healers on the other hand? Overhealing a target does not inherently create a problem. Yes, it's a problem on extended bosses when the healer runs out of mana, but in shorter fights there's no clear, direct feedback. That's supposed to be what the extra threat is for, but it ends up sending the wrong message because a loss of aggro is more intuitively attributed to a failure of the tank than a failure of the healer.
If a Tank doesn't their CD's right and the healers' MP pool dies the slow death you probably won't notice that it was the tank's fault. If a DD pops Blood for Blood before an unavoidable attack and the healers can't keep them alive no-one'll know it was their fault. If you've been clearing a fight easily for weeks but today everyone dies because the Monk forgot to use Mantra at that one crucial time then whose fault is it? Did you even know when and how they used it?
And the elephant in the room: when you're healing 8-man content with a sub-par partner and you bravely hold the whole team by yourself for so many long minutes before eventually breaking, does it look like you made valiant efforts and played your very best game? No, it looks like you're incompetent.
Like it or not, you succeed as a team or fail as a team, and responsibilities can't always be clear-cut. I think that's what makes MMOs team games rather than to parallel solo games.
Herein is the problem. You expect to freely use any skill you want when you want how you want. All about you. Your derision of other players telling you that they disagree is telling. So it is fact a player (you in this case) issue.As a white mage, I should be able to freely use regen without complicating pulls for a tank. It really is that simple.
This is a gameplay/mechanic issue. It's not a player issue. We have regen for a reason. And that reason is to use it. There is adaptation. Then there is just poor game design. This issue fits in the latter.
This is a game where the devs have set up the mechanics in such a way that skill use is situational, This is NOT FF XI, this NOT WoW, etc, this is FF XIV ARR. There is a clear vocal majority on the forums that disagree with your premise, as do Devs it seems.
We as players that heal have exactly THREE options: We adapt to the mechanics of the game. We decide we do not like the mechanics and leave and take our money with us. We continue to play they way we want to and accept the outcome.
Last edited by Zplinter; 03-26-2014 at 12:16 AM. Reason: char limit
Please. I play on PC using exclusively controller for fights as well as my friends on PS3. It's not instant but it's easy to do.
As a Paladin, I should be able to freely use Riot Blade cause it looks cool. As a Warrior, I should be able to freely use Storm's Eye combo to do more damage. As a Monk, I should be able to freely use Demolish cause I like the animation. As a Black Mage, I should be able to freely use Blizzard cause I dislike Fire. See how horrible those sound? SE gives the skills to you to use as situation arises, not to freely use it whenever.
The only possible reason i could see someone complaining that over healing generates threat is because they themselves are having issues with threat gen. Just because you haven't yet learn how to manage your threat properly doesn't mean it should be removed from the game.Writing irritating posts that have no relation to anything I have said is waste of time too. But you still do it.
When did I ever say I shoot off unnecessary heals? When did I ever say I don't do any damage? You should spend your time reading posts before you respond to them with condescending trash like this. And at least do someone the courtesy of playing with them before you mock the way they play. I think people are entitled at least that common decency. Because believe it or not, reading my opinion that over-healing should not create extra threat doesn't make you an expert about me.
Plus it only makes sense that over healing creates threat. If you're attacking a pack of mobs, and one is doing a bunch of damage to you, you would want to kill it first, however if another mob is healing the shit out of it you're gonna think "Screw this i need to kill this healer mob first." It's the same principle. If the mobs aren't even seeing the tank take much damage because of over healing, they should want to kill the shit out of you. Period. Having your idea implemented would only make this game unnecessarily easier than it already is.
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