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  1. #21
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    Quote Originally Posted by Evangela View Post
    healing is overpowered in Frontlines. they heal 2000+ HP (regen & medica II not included) in 2 seconds while DDs have to do hard works to deal 2000 damages.
    Partially true, as someone said before u will interrupt them and Rigene has a low potency for being really a pain, up to me the problem is that people when saw a lot of healer are worried and stat doing stupid things.
    To kill them u have to co-hoperate, usually they stack together in order to heal them self, and people think "just AoE them!"
    in my opinion this is the right way if u wanna wipe XD
    U need just a bard that continuosly AoE them, in order to interrupt, and then other has to focus 1 by 1 a healer.
    2000K damange are really easy do to if 3 or 4 DPS are attacking them, the healers have low HP and Low defense.

    And also there are 2 PvP skill that up to now no one used on me (I'm a SCH usually) Glory slash and Wither, that remove a Buff.
    When I use Attunement I'm really risking my life but no one used it, and I fought against a lot of SMN and PUG (not too much PAL
    to be honest xD)
    (0)

  2. #22
    Player
    Liselsia's Avatar
    Join Date
    Jun 2013
    Posts
    361
    Character
    Rena Kisaragi
    World
    Faerie
    Main Class
    Pugilist Lv 80
    Limiting number of healers does nothing to address issue of their impact on frontlines. Healers will till determine flow of battle. If your healer dies, your entire army dies. If your healer is immortal, your entire team is immortal. Skill Ceiling is to great that difference between a good and a bad healer is monstrous.

    It gets so bad I sometimes just stop dpsing and just watch where two giant armies spend 5 minutes doing no damage to one another. I ask myself, so whats they point ? We just waiting for one of the healers to lower their guard and burst them down ? Can this even be considered fun ?
    (0)

  3. #23
    Player
    Pibz's Avatar
    Join Date
    Aug 2013
    Posts
    350
    Character
    Cat Man
    World
    Omega
    Main Class
    Marauder Lv 30
    This needs to be addressed asap, its the biggest balance flaw by far.
    Anyone who PvPed in wolve's den saw this coming miles away when they announced no party restrictions, good healers were able to survive the dps from 3 people for extended periods of time, the healing done just greatly outweighs the damage people are able to do.
    I was, however, expecting counter measures to this but disappointingly they didn't even bother to limit the number of regen/medica 2 buffs you can have on you in PvP...
    (2)
    Last edited by Pibz; 07-19-2014 at 03:51 AM.

  4. #24
    Player
    MentalMidgit's Avatar
    Join Date
    Sep 2013
    Posts
    6
    Character
    Mental Midgit
    World
    Goblin
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Liselsia View Post
    Limiting number of healers does nothing to address issue of their impact on frontlines. Healers will till determine flow of battle. If your healer dies, your entire army dies. If your healer is immortal, your entire team is immortal. Skill Ceiling is to great that difference between a good and a bad healer is monstrous.

    It gets so bad I sometimes just stop dpsing and just watch where two giant armies spend 5 minutes doing no damage to one another. I ask myself, so whats they point ? We just waiting for one of the healers to lower their guard and burst them down ? Can this even be considered fun ?
    That's because chasing the same target around for 5 minutes straight isn't going to get you anywhere. The way teamfights work in this game could be very fun if groups were actually coordinated and a metagame developed. I come from Guild Wars 1, which arguably, had some of the best pvp ever in an MMO. The way it worked is you either got kills through pressure or through spiking. Pressure meant just gaining small advantages, like disabling a skill or hitting a key interrupt which caused the enemy healers to just not be able to keep up with the damage anymore. Spiking was everybody converging on one target, doing enough damage to kill, all in about 1-2 seconds.

    It made for very fun game play as healers weren't just kiting melee and spamming heals anymore. They were watching the enemy melee, seeing which target they were running towards and trying to prepare for the spike. This was done either through pre prots, shutting down the enemy damage or just relying on reflexes to hit that key infuse. If you watch this video (https://www.youtube.com/watch?v=EFWvdyCk1Uo) you will get a better sense of what I'm talking about. You'll see that they are constantly spiking different targets, not just healers, in order to keep the enemy guessing or just to take pressure of off their own healers. What I see in FFXIV is people just continuously training on the same target for 5 minutes straight. This makes it very easy to just fire off heals without thought.

    Another issue is their is no real shut down in this game. Guild Wars had the mesmer and to some extent, the ranger. The mesmer was able to shut down the other team through skills like debuffs that caused the next spell cast to have a longer recharge or make melee miss 50% of the time. They also had just straight interupts which could be key in stopping that life saving heal. It made for a very reactive and fun mechanic where casters were cancelling skills half way through the cast to try to draw out the mesmer's interrupt. It was a very intricate dance that made skilled players able to stand out from the crowd and it was a way to gain small advantages that led to winning a fight.

    Having no reliable shut down in this game is part of the reason I think that people are very frustrated with the state of healers. I believe that a class like that and a little coordination between groups could go a long way in this game.
    (2)

  5. #25
    Player
    Rin23's Avatar
    Join Date
    Jan 2014
    Posts
    261
    Character
    Judge Sabathiel
    World
    Lich
    Main Class
    Alchemist Lv 90
    I totally agree with you Mental Midgit
    The gameplay of gw1 was great. And most of the players were PVP players.
    FF players are 3/4 PVE and only focus the healer...
    (0)

  6. #26
    Player
    Vittorino's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    513
    Character
    Vittorino Saggio
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Xisin View Post
    Title says it all, its ridiculous, how hard it can be to remove 3, let alone 4 healers from sitting on base, short of mage lb 2 (which healers are good at dodging if they are on the same page thanks to esuna) it can prove pretty hard to remove them. with 3 back to back to back 4 digit criticals.

    For example, we managed to clean up the base of the dps, however we couldnt kill any of the healers, they literally (4 of them) just stood on the cap point with 12 people beating on them. I totaled 180k damage that fight, and not once were the healer cleared of manors ><. All they have to do is simply medica 2 each other for an obnoxious stacking regen (4 digit regen) and if one gets super low? the one scholar in the group simply blows their lustrates. its silly.

    We had the base but never could we kill the healers, they eventually took it back.
    Here's an Idea, stop being bad...
    (1)

  7. #27
    Player
    Xisin's Avatar
    Join Date
    Apr 2012
    Posts
    286
    Character
    Xisin Fendada
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Vittorino View Post
    Here's an Idea, stop being bad...
    lol... pretty clever to put on tank gear before posting that.

    Quote Originally Posted by Pibz View Post
    This needs to be addressed asap, its the biggest balance flaw by far.
    Anyone who PvPed in wolve's den saw this coming miles away when they announced no party restrictions, good healers were able to survive the dps from 3 people for extended periods of time, the healing done just greatly outweighs the damage people are able to do.
    I was, however, expecting counter measures to this but disappointingly they didn't even bother to limit the number of regen/medica 2 buffs you can have on you in PvP...
    This is the whole point, Both healers currently have such crazy benefits to playing, don’t worry I kill plenty and win plenty of games, however pay attention to any group that gets 3+ healers in your next game, they usually do win their base fight, or for that matter most of any fight/objective matters that break out.

    The amount of healing and damage that healers can do is quite astonishing, pay especially close attention to scholars bane makes them quite good at overall dps and ruin 2 gives them a reliable interrupt. Even whms who have established a good amount of safety have their holy. This type of gameplay is anti-fun, and fairly overpowered. If your healer just dies to a couple of dps then they aren’t very good healers, as a poster above me said, good healers in the wolves den could handle 3 people wailing on them while they healed themselves, and kited, and this is JUST ONE healer, imagine that same healer with another healer power healing him or even having another scholars fairy help him out. Vitto, maybe if you didn’t win trade that nice armor of yours you’d know this. Sleep was a good fix to this since communicating with 3 others wasn’t an impossible feat (and even then they still woke them up sometimes -.-) Sleep was nerfed this patch as well. (cc in general was)

    Fluid aura kills are cool however and I like that they have those.


    Folks in this thread then ask me why I don’t go cap others points, well I do it’s how I win, however, they can simply make the decision to be elsewhere also, and the whole point is wherever this healer party happens to be they have the advantage, and if you allocate more than 8 to a group of 8, then somewhere on the map resources are thinner as result. This means that a healer group (3 or more particularly SCH SCH WHM) is more powerful then any other composition currently, this can be fixed in a number of ways be it through nerfs, party set up or what have you.
    (0)
    Last edited by Xisin; 07-19-2014 at 09:45 AM.

  8. #28
    Player
    Vittorino's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    513
    Character
    Vittorino Saggio
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    put on tank? No I just have a ray of class that are geared to choose from. I'm a Healer Full BiS, regardless of the situation. If you stack healers you lack dps. it's pretty simple. If you can't kill them. leave them be; take another Post. It's called a tactical approach.
    I don't need to masquerade and hide my class. it's out in the open

    Get good, stop complaining and work around it instead of crying.

    Cheers.
    (3)
    Last edited by Vittorino; 07-19-2014 at 11:11 AM.

  9. #29
    Player
    Liselsia's Avatar
    Join Date
    Jun 2013
    Posts
    361
    Character
    Rena Kisaragi
    World
    Faerie
    Main Class
    Pugilist Lv 80
    Throughout various threads, I noticed a trend of a hypocritical statement that seems to get a lot of support behind.

    People point out that this is a 72 man battle. One single person should not be able to sway a confrontation. This is pointed out to justify that one or two people should be able to bring down a Healer 1v1 or 1v2. Yet these same people are completely alright with 1 or 2 Healers being able control the entire tempo of a fight.

    If it is true that no one person should have a huge influence and it should be the effort of the team as a whole, this should be true for healers just as it is true for dps and tanks. To say "You should only be able to accomplish something if your working as a unified team...oh besides Healers, the only thing they need to rely on his their own skill".

    And thats how it is. Team fights for the most part isnt determined by how in unison the dps are. How well they chain their stunlocks, how well the can all focus a stray dps. All that matters is the skill of the Healer. Can the healer keep all the squishes healed up even when 5x are targeting same dps ? Can they put out high dps and CC while doing so ? And can they make them self completely invincible. A great Healer can do all this and more. Where a bad healer will die instantly, and have their rest of their team quickly follow suit.

    So I ask, why is it ok for a single healer to have such influence on the field but not any other role ? If DPS need to work in perfect unison to kill a target shouldnt healer have to heal in perfect unison to keep a target alive ? I feel most people who are upset is because of this double standard. Where its Entire team vs Healers.
    (0)

  10. #30
    Player
    Xisin's Avatar
    Join Date
    Apr 2012
    Posts
    286
    Character
    Xisin Fendada
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Vittorino View Post
    put on tank? No I just have a ray of class that are geared to choose from. I'm a Healer Full BiS, regardless of the situation. If you stack healers you lack dps. it's pretty simple. If you can't kill them. leave them be; take another Post. It's called a tactical approach.
    I don't need to masquerade and hide my class. it's out in the open

    Get good, stop complaining and work around it instead of crying.

    Cheers.
    You obviously can't read. Healers by themselves are not overpowered. It is a certain composition, which I've listed and have listed the tactical drawbacks and advantages of each. This being a pvp type of event, a metagame will eventually start to take form, and with how this is trending this is certaintly going to be it. Usually in any serious pvp game such a league, dota, or any fighting game, once a meta becomes cemented its usually the developer that ends up breaking it - not the player. You can protect your power as much as you want though.For the record I win far, far more than I lose. You're only argument is herp derp get gud, I havent even seen you cite a proper case.

    All I'm saying is that the numbers for healers en masses doesnt seem to have been porperly balanced. - mainly hots, stacking regens, medicas, and fairies... aside from that lustrates. (hai cleric stance schs) the theme in all these? cc doesnt do much against them the regens are instant and tick once applied + they stack, lustrates are instant and while the medica does take a casting time its not hard to get off. Normal cures mustbe super easy to get off because as a blm with a gcd of 2.29 I have little issues in casting... Healers have a casting time on cure at about 1.87... thats super easy to get off under pressure.

    I've covered the whole go elsewhere approach when then just becomes a game of numbers that you won't win between two equally skilled teams (you know the only theoretical way to accurately approach balance - between equal players.) In a discussion of balance - outplay doesnt work since both players - or teams will know what to do.
    (0)
    Last edited by Xisin; 07-19-2014 at 03:21 PM.

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