Page 1 of 2 1 2 LastLast
Results 1 to 10 of 67

Hybrid View

  1. #1
    Player
    Donaria's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    151
    Character
    Donaria Justicar
    World
    Malboro
    Main Class
    Dragoon Lv 70
    After reading the post about the melee healer ideas this already sounds like an existing job within the ff multiverse...The Dancer, hell even a chemist could possibly do this, but I think this would be a great idea for dancer mechanic.
    Great ideas guys keep the creative juices flowing.
    (5)

  2. #2
    melee healers do not work in XIV. They would have to redesign old encounters and never use a mechanic they have used in multiple fights in the future to accommodate for melee healers.

    Ifrit EX, Leviathan and Gordias 4 are all examples of why we will never get melee healers.
    (4)

  3. #3
    Player
    JisKing98's Avatar
    Join Date
    Nov 2015
    Location
    Ul-Dah
    Posts
    353
    Character
    Yasuo Theunforgiven
    World
    Faerie
    Main Class
    Ninja Lv 80
    Quote Originally Posted by SendohJin View Post
    melee healers do not work in XIV. They would have to redesign old encounters and never use a mechanic they have used in multiple fights in the future to accommodate for melee healers.

    Ifrit EX, Leviathan and Gordias 4 are all examples of why we will never get melee healers.
    or we can get them and then us the players would have to come up with strats to deal with mechanics as the melee healer class/job
    (0)

  4. #4
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by SendohJin View Post
    melee healers do not work in XIV. They would have to redesign old encounters and never use a mechanic they have used in multiple fights in the future to accommodate for melee healers.

    Ifrit EX, Leviathan and Gordias 4 are all examples of why we will never get melee healers.
    You do not need to redesign old encounters because the gear is worthless from them and power levels are so high compared to when they came out that they are nearly trivial.
    (2)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,834
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    (Melee healer concept discussion)

    Quote Originally Posted by Brannigan View Post
    You do not need to redesign old encounters because the gear is worthless from them and power levels are so high compared to when they came out that they are nearly trivial.
    This. But, I would argue that you could also equip the new healer style with means of immunizing themselves to these things, rather than causing content to treat them all equally or leaving certain old fights unaccessible to melee healers..

    Give them a Veil function, similar to the later half of Warden's Paeon, which keeps them from receiving the next debuff and immunizing them completely to others; give them an ability that draws projectiles from nearby allies to themselves, up to a damage cap, and reduces their AoE radius if any; give them directional barriers, etc., etc. These can all play into interesting parts of the class while making them viable for such raids.

    Quote Originally Posted by MilesSaintboroguh View Post
    If a melee healer has ranged heals, then it's not really a melee healer.
    A "melee healer" as a term to describe certain healers across multiple MMOs has usually just meant that some part of its toolkit is limited to melee range. This can be just its filler dps, just its AoE heals, it could be short-range auras, etc.; it doesn't have to be everything, or even all of its healing abilities. It just describes in what range the healer would typically be standing, for a fair bonus, not that it can't move out a bit (albeit likely at cost).
    (1)
    Last edited by Shurrikhan; 08-18-2016 at 08:41 PM. Reason: emphasis added

  6. #6
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Shurrikhan View Post
    A "melee healer" has usually just meant that some part of its toolkit is limited to melee range.
    The predominant part, rather. A machinist has both blank and suppressive fire locked to melee range, but that doesn't make it a melee class, does it? Similarly, many Ninjutsu and Dagger throw are ranged, but a Ninja is still a melee, as Dagger Throw is extremely inefficient for DPS and TP both. Similar would apply to a melee healer - if the melee part was a mere gimmick and not an essential part of their toolkit, it would not be much of a melee at all.
    (1)

  7. #7
    Quote Originally Posted by Shurrikhan View Post
    This. But, I would argue that you could also equip the new healer style with means of immunizing themselves to these things, rather than causing content to treat them all equally or leaving certain old fights unaccessible to melee healers..
    If 1 of the 4 healer jobs can immunize themselves against Searing Wind then the other healers will always be ostracized for that fight. And I'm not just talking about one or two existing old fights but also any future encounters that will use similar mechanics.

    player targeted splash damage will always be a thing. having a healer that likes/wants/needs to be in melee range will make job compositions really difficult as there's only so much room available around a boss.
    (3)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,834
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SendohJin View Post
    If 1 of the 4 healer jobs can immunize themselves against Searing Wind then the other healers will always be ostracized for that fight. And I'm not just talking about one or two existing old fights but also any future encounters that will use similar mechanics.

    Player targeted splash damage will always be a thing. having a healer that likes/wants/needs to be in melee range will make job compositions really difficult as there's only so much room available around a boss.
    All Ifrit Ex really preferred were ranged; casters and melee were screwed equally. Melee space was never really the issue there. Heck, I can't remember a single fight that ever prevented the typical melee/melee/ranged/caster composition. You're also looking at a fight in which the Searing Wind can be rotated out consistently and easily. I don't see anything so wrong with one healer being able to spend valuable cast time to protect the party from itself and related mechanics or have the ability to prevent some percentage of those mechanical debilitators in order to even out its contribution over the fight. It's matter of scale. It does not have to be the case that either the fight breaks the healer or the healer breaks the fight. Mere mitigation of the Searing Wind explosion radius in Ifrit Ex, for instance can make it possible for the "melee healer" to stand at one point of the boss's triangle (flank/back divide) while the melee stand on the other and the tank at the head, both barely within heal range or reachable with instant casts between Searing Wind bursts, allowing the healer's presence but far from outright stripping the fight of its mechanics. Any other limiters—be they by cooldown, shared job resources, mana cost, or the whatever else—can do the same, allowing the job a full sense of control and contribution, but still feeling like it's working with and around the mechanics.

    Moreover, should space really be such an issue, what's so wrong then with bringing one extra caster, and moving one healer into melee position? So you might lose a melee dps occasionally in order to fill out the composition; it's not the first time one job's excluded another or a set thereof (DRK diminishing MNK value and vice versa, or MCH prefering an all-physical group wherever possible, or even high healer accuracy reducing the point in having a Bard, or a Paladin the point in having a shielding healer if all would-be lethal raid damage were to fall within its DV timer), and it probably wouldn't be the last. The only real virtue of having all jobs on one character, especially with shared role gear, is that we can swap out accordingly.

    Quote Originally Posted by Warlyx View Post
    because DF is a thing...and in a 8 man DF you can get 2 tanks 3 melees and 2 "melee healers" ....and a lonely black mageeee relegated to the backstaaageee

    SE could force more ranged into a melee healer setup ? yeah but queues are bad already for dps , forcing melees dps to wait even more because there is a melee healer , when all healers work withn ranged ....is a bad idea...
    Though composition could indeed be an issue (and is one of the reasons I really want to see the ability to queue as multiple jobs, which the duty finder can then match together for the fight by its own more specific criteria), I feel like people do sometimes give DF or pug parties less credit that they deserve. My first time seeing the T6 LoS strat was in a PuG, cus someone didn't know how to do it normally, sprinted around and somehow didn't get eaten, and someone else said "hey, let's just try spinning!"... cleared soon after, a first for most of us. Similarly, I've had DF Levi Ex's where not one person who could prevent sliding down the ship ever did, where stuns were held, people would swap spumes/gyres just in time to avoid Tail Lash, and an Ifrit Ex that started with "let's just do spirals around Ifrit instead of running away", which... worked perfectly.
    (0)
    Last edited by Shurrikhan; 08-20-2016 at 07:11 PM.

  9. #9
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Moreover, should space really be such an issue, what's so wrong then with bringing one extra caster, and moving one healer into melee position? So you might lose a melee dps occasionally in order to fill out the composition; it's not the first time one job's excluded another or a set thereof (DRK diminishing MNK value and vice versa, or MCH prefering an all-physical group wherever possible, or even high healer accuracy reducing the point in having a Bard, or a Paladin the point in having a shielding healer if all would-be lethal raid damage were to fall within its DV timer), and it probably wouldn't be the last. The only real virtue of having all jobs on one character, especially with shared role gear, is that we can swap out accordingly.
    because DF is a thing...and in a 8 man DF you can get 2 tanks 3 melees and 2 "melee healers" ....and a lonely black mageeee relegated to the backstaaageee

    SE could force more ranged into a melee healer setup ? yeah but queues are bad already for dps , forcing melees dps to wait even more because there is a melee healer , when all healers work withn ranged ....is a bad idea...
    (2)
    Last edited by Warlyx; 08-20-2016 at 06:51 PM.

  10. #10
    Player
    FoxyAreku's Avatar
    Join Date
    Jul 2014
    Location
    Limsa
    Posts
    2,889
    Character
    Areku Foxfire
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by SendohJin View Post
    melee healers do not work in XIV. They would have to redesign old encounters and never use a mechanic they have used in multiple fights in the future to accommodate for melee healers.

    Ifrit EX, Leviathan and Gordias 4 are all examples of why we will never get melee healers.
    Really it just means they wouldn't be able to attack, wouldn't the heals still be ranged?
    (2)

Page 1 of 2 1 2 LastLast