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  1. #10
    Player
    Madrone's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Madrone Damodred
    World
    Leviathan
    Main Class
    Conjurer Lv 60
    @Seniade I mentioned RDM, because like PLD it historically has at least a basic Cure spell, which even SMN and BLM have right now. So if they do, why would RDM not? I think most people expect it will be most like a Caster from what we've seen, but that with cross skills changing we can't guess that it'll pull from two of ARC/CNJ/ACN/THM, because more likely there will be blending across the lines for both Casters and Healers and changes to what skills are even in the mix. There's too much potential change to guess at how things will shake out. Could very well be removed/not an option.

    I mentioned solo potd because its a great example of feeling Physick get weaker while you level up rapidly in the course of running the early floors, and because there's a big disparity between the difficulty of solo progression among the jobs, primarily in how effectively they can heal themselves. I don't expect SE to balance solo potd. I hope SE will tune the most basic healing skills that non-healers have natively or can use via shared/cross skills, which might make things a little smoother for some jobs in a place like solo potd or other solo activity.

    I'm more curious about people's opinions of if/why/how much dps should be able to heal themselves and/or others. My own opinion of limited healing and a relative % of max hp I expect is in the original post. Up to 25% for a self oGCD cooldown, more like 10% for a GCD spell. I feel capping the effectiveness limits how much/when a healing spell would be used by a dps, i.e. emergency situations only. Whereas a cooldown has its own timered limitation. I feel that removing this kind of utility simplifies the dps role, when the game is already very simple. It takes away an option you have to maybe survive when in dire straights. It detracts from your versatility and lowers your solo ability.

    @RubyScarlett Blurring that line is the thing to avoid. Healers should still take responsibility for healing and dps when they can, not having dps healing themselves enabling healers to dps(!?). Timers, high resource costs, breaking/relying on combos, and low efficiency are all ways that non-Healers heals are kept in check. As for healing potions, they should have slightly shorter timers or be split from stat potion cooldowns. Might see more use that way, in which case some of the non-healer healing could more easily be removed.
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    Last edited by Madrone; 01-06-2017 at 07:17 AM.