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  1. #26
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,274
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Divinemight View Post
    Yet, you have to admit that skill floor for FF14 Healers are much lower, average players can do much better on healer roles than dps roles. Also, JP recently has a developed a strategy for premade party of White Mage x 4, scholar x 2, summoner x1 and black Mage x 1. With this formation, all this party need to do is Zerging between outpost and nodes.

    You can't beat them in capture the flag, because of 4 whims at flag zone with holy spam. Even you manage to kill one of them with greatest teamwork you can show, they still have a lot of instant Rez to spam. Not sure if you notice, the healing potency is much higher than dps potency at ilvl80.
    There is not a learn to play issue but issue of job stacking. What is your resolution for this? I don't want to nerd healer' survival, so may be put back role restriction? Que will be horrible, especially for Primal Malestorm.

    I am not ranting, just point out the obvious and I would like to hear about your resolution for this type of healer stacking tactic.
    okay....buuuuut: What happens when this JA premade faces another JA premade of the same type? I'm assuming it's either a stalemate or loss for both teams (they spend too much time fighting each other and 3rd team on the map cleans up). Because 6xhealers on one team (which I saw exactly once on our data center btw) is gimping your DPS by a landslide....as is carrying that many casters tbh (they can be interrupted by sneezes). So it won't take long for people to come up with a team composition, that can smite this one (and if they can't do that strategies that minimize this teams effectiveness indirectly which forces people to stop stacking)
    For example-
    It'd take this team forever and a day to kill the nodes- so other, more DPS oriented teams would win the nodes/more nodes typically.

    Nor can they hold ALL the flags at the same time, as this setup works for 'holding' and not as well for 'on the move'/claiming. So either teams would learn to 'let them have it' and ignore the one flag this team is dead set on guarding or if this Healer team keeps moving flag-to-flag, just picking up the ones they left after they leave. (so basically still ignoring them). Either way, sooner or later, this team will get bored, and separate ....then they can be picked off. Also, in both cases, as long as the opposing teams keep fighting, they will be building LB's that will squash this squishy composition.


    So limiting how many healers on one team really doesn't solve anything....and further breaks frontline queues. People think they wait long now on our Data center as Maelstrom....imagine if the queues ALSO had to match party role compositions evenly across the 3 nations. So, just for this alone, I think it's worth dealing with the 'risk' of facing a '4x healer+ team' in any given match. (I'd rather faster queue times, than set party comps).

    As to nerfing healers: Well, for starters, this isn't the only PvP content in game. And in wolves den, a Healer needs to survive being hitx3. And even then, with all the skills they gave us, and are supposed immortalness, this is a HARD task, not for the feint of heart. (I know, I spent my first 19 Ranks of PvP pugging wolves den....as healer, every match). In frontlines, it really isn't that hard to kill a healer....it's just most dps/tanks don't know what to do to stop them. Really, it would behoove everyone, regardless of what their 'main' role is in frontlines typically, to spend about 10 matches as a healer. I can promise, if you heal a couple matches you will start to see how vulnerable they can be/learn 'OH, so this is how my class can effectively kill a healer!' and once you switch back, be far more effective at your chosen role. (this is not me saying your bad at your role/healing...but rather, seeing the battle through the eyes of a healer, will teach you what they are weak in/what skills that once blown=they are easy to melt).

    Lastly: Most healers simply don't die NOT because they heal better than DD's dd...nor that they can heal each other...it has far more to do with how DD's try to handle them (basically they try to zerg them the same way as a PvE mob and they fail miserably and then get all 'healers are OP!' mad...mostly because they didn't think it through onto what a healers strengths/weaknesses are.) Seriously, NEVER open your biggest, baddest skills on a Healer that is likely fully buffed/all actions recharged. Wittle them down first...force Cooldowns to be blown....wait until you see attunement/bene/Lustrates x3-6ish go of THEN, then zerg. Also, just because you're all supposed to 'focus Target 1' atm, doesn't mean people shouldn't still be applying some pressure/annoying the other healers/fairys. (I always sic my pet on the non-targeted healer for example...or if not against a big healer threat, I sic my pet on whatever is annoying my teams healers).

    Now all that said: Yes, I'm sure there will be minor adjustments made to each job in Frontlines to help balance the battles a bit. And maybe, it would be more productive if instead of the 'Healers are OP!' mantra and whine people have adopted, they instead come up with specifics that they feel their desired role is missing when facing a healer challenge. Because the real solution might not be nerfing healers, but rather tweaking other roles PvP skills/potency etc to give them a slightly better chance when facing a healer wall.\

    EDIT:

    Personally, I think they need to adjust tanks PvP skills to make them a 'healers bane' For example make provoke (a nigh on useless skill for tanks atm) FORCE a target to lock onto you, and only you, and only able to perform actions on you (not even on themselves). This would further give tanks a 'support' CC place in PvP, make teams appreciate/fear them more, and also while the skill could shut down a healer for a bit, it could also be used against other roles as needed. Just this simple little change, could be all the game needs to lower DPS/tank frustrations when facing large-healer teams in PvP. Hell, I think would just be awesome if 'Provoke' worked like 'Moogle Go Round' or if tanks got a 'Charm' effect-skill they could use in PvP, it'd also make things more interesting/make tanks more valuable (charm mid could be hilarious...omg the giggles). My point: Maybe giving tank roles just 1 adjustment, could make everything okay.
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    Last edited by Kinseykinz; 08-17-2014 at 02:33 AM.