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  1. #10
    Player
    Ogulbuk's Avatar
    Join Date
    Jan 2015
    Posts
    329
    Character
    Atabey Guabancex
    World
    Behemoth
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Elleia View Post
    I'd rather they increase the healing needed in fights for Stormblood to help reduce idle/DPS time than force players to overheal the party so they can DPS better. The idea of a damage buff increasing as the party's health increases just seems unnecessarily clunky to me. It's an interesting idea but I'd rather them figure out something else if they really want to cut cleric stance.
    It is impossible to permanently increase how much healing is needed in an RPG. Progression will continue. EX Roulettes require iLVL of 230, if you go there with a group exactly of that level, you may indeed find that the healer needs to stick to healing. If everyone is i270, the healer will have idle time. Take those players to any other lvl 60 dungeon, even more so.

    Personally, I used to love a dead MMO called City of Heroes, it was a balance mess, BUT it had some good ideas. One of them is that "healers" didn't exist per se, instead you had support, healing just happened to be a support tool. A "healer" wasn't just healing, he was also buffing players and de-buffing enemies, and also doing some damage, all while also healing (if they had to.)

    This is a detour even from what I said about a passive damage boost while everyone is full HP (I was trying to stay on topic) but ideally, Healers would simply be improved by giving them more support tools OTHER than healing.

    I posted this somewhere else: Imagine if SCH had a vulnerability soil that boosts everyone else's damage, WHM Stone landed a vulnerability on the target and AST was able to give everyone a haste or damage buff, and all these would require their own meta-games to sustain.
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    Last edited by Ogulbuk; 03-17-2017 at 04:56 AM.