XIV PvP will never touch the complexity of XI's Ballista. Seeing SHM/NINs hexastriking dps to death and curing themselves to full...ahh good times.


XIV PvP will never touch the complexity of XI's Ballista. Seeing SHM/NINs hexastriking dps to death and curing themselves to full...ahh good times.



Oh my bad then, I was just going off the comment I was replying to that painted a picture of healers being very strong, that's theoretically the method I would use to tweak things if adjustments were warranted. I didn't try 4v4 yet myself on any role, only large-scale pvp where 2 or more healers are often working together and the end results always show things skewed to certain jobs, so in an ideal world I'd have a completely separate balance for non-rated non-competitive modes too if the system allowed such a split.try playing healer yourself, or watch some high level PvP healer streams to see how it works from their point of view. It's not all frosting. We shouldn't get nerfed because the worst of the worst players can't figure out their 9 buttons. People being 'eventually able to KO for sure' is already what they did this expansion to PvP compared to the old PvP.

This is my main takeaway so far. Damage is rough (but you can kind of manage), but you can't get more than 4 casts in a row off against coordinated CC. I don't know how they thought this would be better for Feast healing..Also hell naw, healers already have it very hard. Good teams destroy healers, DPS easily outweighs us now that our healing output is weaker than before and mana is a very limited resource, we have less tools to survive than before, AND DPS is ridiculously high and CC comes out every 15 seconds. Try playing a healer against a good team and say that they're overpowered and takes forever to KO someone.


Ah alright, sorry if I sounded a bit vicious on the healing nerf thing. There's so many people who never played the role who are new to the mode saying this and that is OP so I kinda lashed out a bit as a healer. ><Oh my bad then, I was just going off the comment I was replying to that painted a picture of healers being very strong, that's theoretically the method I would use to tweak things if adjustments were warranted. I didn't try 4v4 yet myself on any role, only large-scale pvp where 2 or more healers are often working together and the end results always show things skewed to certain jobs, so in an ideal world I'd have a completely separate balance for non-rated non-competitive modes too if the system allowed such a split.
Look at it this way; if the team has a bad tank that doesn't TBN the teammate that is currently being focused but the healer is on top of their game then the team still has a chance to win. If a dps is still learning or is not damaging players as much as the other dps on their team but the tank & healer is able to put on some damage they can still win. If a healer is not that good or learning the other three members can't do anything to make up for the skill gap in the role of heal and they have very little chance of winning the match. While a straight nerf to healer is not a good idea, some changes to all the roles are needed to put more of the deciding factor into the team as a whole instead of being too much on one person knowing how to heal. Allow tanks for a off-heal CD they can put, dps have a heal oh shit button, while adjusting the healer so that the other team members will need to use them perhaps.
So you want to be able to kill the healer with no cc and no coordination between dps? The battlesystem is not responsible for the players that maybe poorly execute it.
It is the start of the season, everybody is unranked, matchmaking will be terrible the next days and create these imbalances you are experiencing.



Nah that's not what I meant, let me elaborate. Thing is if I get a Non Paladin we don't really have much CC to begin with so unless every tank roles PLD you getting a War /Drk is already kind of a disadvantage. Which already increases the work of my role, if my partner DPS isn't the best we can work with it but its already an uphill battle.
But healers aren't affected by their team mates so heavily. As a healer you (if you're good enough and playing the right job) can keep the party up long enough for culling and them to eventually kill the other team. You could get CC'd but you have a 1/3 chance of the team actually having the level of CC required to put you at full stop. Since DPS no longer have any CC to speak of really we can't carry anywhere near as much as Healers can, and this season brings that way to the forefront.
Do I want to be able to just 100-0 a healer? No not really, but would I like to be able to at least have more of an effect on the match ? Yeah, I would.
Plus I'm 100% at the whim of my healer, I've had healers just stare off into space and we lose the match right off the bat. I just wish all the parts of the whole had an equal ability to contribute.
Now if this was a team queue it wouldn't be as bad, but it's Solo queue, Healers being the main crutch of each team isn't the best thing in the world, and it gives a big advantage towards just going in as heals to prevent getting a bad one.
Last edited by Cynric; 08-10-2017 at 02:05 AM.


Honestly, at low level games, healers do have better carry potential. However once you get to higher level games where there aren't any brand new learning members, you might find that the tanks end up being the better at carries. This is because once you get to high level games where everyone all around tends to be decent, healers can't heal through DPS' very powerful damage at that point, and survival relies on good tanks that TBN. That's what I've noticed during some of the higher level games I've played in preseason.
Don't balance games based on what is seen during the start of the season where the worst are around, wait til you get to the higher level games and judge on it there.
Uhmm, DRK has the same CC potential as PLD. Stun + Silence. And also unmend on top of that. And a healing down debuff.
Only at this very start of the season where the enemy dps is honestly so bad that I don't get pressured at all. At higher level games, I start to become more and more reliant on my tank to support me because DPS is so high. At the start of a season healers are always carries due to new players not knowing how to burst, and a lot of green healers trying out the role (and healing has a steep learning curve). And we shouldn't be nerfed because of that.But healers aren't affected by their team mates so heavily. As a healer you (if you're good enough and playing the right job) can keep the party up long enough for culling and them to eventually kill the other team.
Last edited by Korihu; 08-10-2017 at 05:56 AM.
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