Easily the worst idea I've seen.
Also "simple"? Lol.
Easily the worst idea I've seen.
Also "simple"? Lol.
this is literally the worst idea ive read in these forums and ive seen some stuff
So as soon as I need to throw single heal fight would change to standing there doing nothing and hoping someone takes enough damage to require my attention? No thanks.





Yea this change would be bad for the devs because it would absolutely result in massive uproar from the community.
So basically you want healing to be like in WoW. If you want WoW healing go play WoW.




So how does reducing a healers DPS to 30% of what it is now (5% of now + 500% if that maths out right) is in any way a good suggestion?
And Sebazy makes a good point. Your character currently shows no evidence of entering any content above normal mode raids; your only primal mount is Garuda (the easiest EX primal), no Coil minion, no Alexander mounts or minions, and no Omega mounts/minions at all (I won't consider the O4N minion since you may just be unlucky). But the biggest red flag is no FFlogs. So what gives you any respectable voice on endgame content when, for all we know, you possibly never cleared any?
Hell, even WoW has started to slightly embrace healer DPS by giving some damage spells they can spam at no MP loss. And you don't have to gimp your healing by 70% unlike OP's suggestion.
Last edited by magnanimousCynic; 08-23-2017 at 05:08 PM.



With all due respect, how exactly do you think they can accomplish that? If Black Hole into Fire III into Holy stack into White Hole is trivialized by two healers (and even adequately healed by just one), what else could the developers possibly DO to buff HPS requirements in a manner relevant to how powerful healing is in this game? Literally three hard-hitting damage moves coming out back-to-back with heavy movement requirements and it's still a joke.How about...no.
What I would like is for people to stop trying to strip power from the healer role. Those who want to do less with it will continue to idle; those who enjoy the versatility of the role will continue to do so.
As for developer issues, I think they can handle it just fine. It's a gross overstatement to claim that healer DPS alone is making raid balancing a nightmare; if anything, in most cases, it's part of what allows top progression groups to clear while below the expected minimum ilvl. If developers are so concerned about healer DPS breaking the design of a particular encounter, they can simply increase the healing requirement.
I just don't really see how it's possible for something to require the full throughput of two dedicated healers short of cheese gimmicks like endless Charybdis/White Hole combos lol. Our actual healing toolkits are just too powerful, IMO.
That doesn't mean I agree with brute-forcing healers out of DPSing by drastically nerfing their damage, obviously. But I think the oft-touted solution of "just give us more stuff to heal!" is far more complex than people think.



No, I'm not one of those people.
Specifically what I'm saying is that, if the devs truly perceived a game-breaking issue around healer DPS, they would simply introduce more busywork mechanics in an attempt to push more GCDs towards healing and away from DPS actions.
I don't think that's necessary or fun; it's only marginally less terrible than the OP's suggestion, which makes almost any other idea look good.



My argument is that it's clear the developers are TRYING this (what else can things like Charybdis and White Hole be called if not "healer busywork mechanics"?) and they're still failing because healing is just too damned strong in this game. Cleric Stance's removal was a flat nerf to our DPS, as was the condensation of healer DoTs - if they were truly interested in just simplifying healer DPS gameplay they would have adjusted potencies to match, but they didn't.
At least to me, it's fairly obvious that there's SOME sort of issue the devs have with trying to push healers towards healing more, they're just maybe a little clueless about how to go about it without pissing off the playerbase. That's just my interpretation of the healer SB changes and this Savage raid tier, of course.




As stated above (And I've stated it myself numerous times), a big part of the issue here is that I don't think Yoshida has any 'career healers' within his class design team, as a result they are falling foul of issues that have been seen elsewhere in other mmos that eventually needed to be addressed to move forward with raid content.
On the content side, I think SE need to be more unforgiving and cutthroat with their design. Whilst O4S isn't quite as extreme as A12S was, it still has significant amounts of breathing space where very little to nothing is happening that isn't entirely avoidable, whereas the big damage that does come at you falls perhaps too neatly in line with both tank and healer cooldowns. The double thunders during delta can both be outright ignored by any comp, whereas Almagest lines up perfectly with Shroud/Thinair for the majority of the encounter.
Hit's don't need to be bigger, they need to be sustained over longer periods. Aoes need to be more frequent to run healers out of oGCDs and cooldowns. Damage needs to go out across more than just one target. They've done these things in various encounters already, it's just a case of them having the bottle to throw it all at us at once in an encounter that isn't quickly going to be trivialised by the gear we obtain. T13's first phase breaths+stomp at min ilvl is a fantastic example of this and they are very intense to heal though. SuperSavage should be much easier to tune for SE since they will just aim it at ilvl 340 and that's that. It'll be a stern challenge (hopefully!) until the next major content patch which will just render it obsolete anyway.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Just have lower potency damage when in instances.
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