Quote Originally Posted by RiyahArp View Post
I don't think players as it is can react much quicker to incoming damage. And ugh, again you are asking healing to be much harder if you do this, if the fights themselves remain at the current level. Healing as it is already has a lot to screw up; just because raiders are bored with it doesn't mean making it harder will help anyone
Firstly - thank you for responding. Secondly, I think you misunderstood me. I'm not saying to nerf healers outright and leave the content alone. My healing model of less bursty damage, less bursty healing go hand in hand and I actually think it leads not only to EASIER healing, but also DEEPER healing.

I think a post I made to Granyala covers what I was discussing quite well:

In regards to the current healing model - I think it's much more stressful to your average healer because there's no chance for recovery. It's simply press Heal here, or someone dies because incoming damage is so high even if it's slow coming; whereas my model a healer with slower reactions might struggle to top them off, but can at least stabilize them (say keep a tank at a consistent 60% HP). In the event things go awry they can blow significant MP to help get things under control at a cost to their longevity. Something that the DPS can then back up and help cover (assuming encounter design shifted, which under my model it would). I think it gives them more time to make decisions and more options in how to triage various scenarios.

The more cures you add, either builder ones or what have you, the more healers become like DPS if content remains the same. If you made it so you had to chain cure 1-2-3 to proc tetra charges for a tank buster, that's a rotation because the fight generally is static. But with more heals, the stricter your rotation is, since you can miss a stone cast, you can't miss a builder heal.
This is not something I advocated for at all. I don't want a cure rotation (a la healer "combos"). I imagine a builder/spender style as a better rendition of the lily mechanic from WHM. You can accrue the lilies based on casting heals and convert the lilies into either MP, free heals, damage, or some other utility, etc.

You need enrages to make sure dps aren't carried, and you need to make it so no one can be carried, everyone has to be doing their job to proceed. However you also need to make it so people can actually finish the thing in a roulette and won't get kicked en masse either, or wont get annoyed at other players who need to fail the content to learn it. Again, this is Feast, and compared to other modes of pvp it has gone over like a lead balloon.

I think people don't realize what they ask for sometimes.
This response wasn't to me btw. Might be helpful to leave the persons quote info in so they know its them.

Quote Originally Posted by Remedi View Post
Hence why I used air quotes.
My apologies I missed that, but I still think the dynamic concept of DPS check I posted leads to better design compared to the binary example in Fractal HM.

Quote Originally Posted by Granyala View Post
I think I know what you mean and I sympathize but would more time to triage make healing easier? The tough part about healing is making split second decisions.
I casted 2 spells in the wrong order in O6S and as a result the group lived and the tank died (no wipe but I was still pissed about my mistake).
I think it would yes. A good example would be like let's say you did make a bad decision in triage and spent WAY too much MP stabilizing so now you're low on MP (a healer OOM is likely a wipe as you'd be able to sustain only for a little longer and you'd lose access to your more potent expensive heals you may need to correct mistakes). You could then try and correct that decision by focusing on more efficient MP heals or converting lilies into MP/free heals to try and recover.

Compare that paradigm against your O6S example where your mistake just instantly cost someone a death and jeapordized the run because of a single poorly timed heal. It gives you a chance to recover from your mistake. Under my design paradigm it'd also allows other teammates to look at your MP and go crap, I need to be smarter with my defensives, and a tank can say - oh i need to shift to more defensive ability usage to give the healer time to recover. I think it creates a more dynamic experience as well as a more in-depth, but simultaneously easier healing experience.

Not saying I'm right or wrong, just how I feel.

To be frank though: I do not trust our developers to make it right.

I know I am egocentric here, but I'd hate for FF to try the same, fail and ruin what I enjoy the most about this game.
This is a great point. You can say to me, I really think you have some good ideas and you might be on to something conceptually, but I just don't think they can implement it well enough to be worth the trouble.



Quote Originally Posted by Tridus View Post
So, I mean, I think having a DPS check like they added in dungeons is a good thing. Maybe the next ones are tuned a bit tighter, but it's a step in the right direction. By itself it can't exactly solve the problem.
I love DPS checks. I think they should be more widespread. What I don't really care for are binary DPS checks (i.e. pass/fail).

A good example could have been like the first boss in Fractal HM. Instead of all his bits being active from the get go, they could be periodic spawns. The first one spawns, tank grabs it (and boss obv) and then the DPS/tank/healer kill it. When the boss casts his wall laser move, it revives the current number of bits dead. If any are alive - they also maybe shoot a laser across the direction they're facing (making the follow up mechanic harder). Then this layers on with more bits each time, thus more lasers and more tank damage. Eventually getting overwhelmed.

It forces every single player to adjust. Tank has to grab progressively more adds and position intelligently if the DPS fail, the DPS has to know AOE thresholds or use CDs responsibly and switch targets, healer has to know when to help DPS and when to focus on healing due to incoming tank damage, and the space in which you have to mechanics gets smaller if the checks are failed. Nothing hard wipes you, you get slowly overwhelmed forcing dynamic responsibility.

Quote Originally Posted by Nestama View Post
So something like Halicarnassus in Haukke Manor [Hard]? Once you've killed her adds, she has a 'timer' (or her timer starts the second you engage her. So ~6 minutes to kill her) until she uses Fatal Allure (not slow cast) on someone in the party, which will first instantly kill them and then the party because the player killed probably had 100% HP (you can probably survive it if the claimed player had 10% HP. Have never tested this and I have no idea if she will follow up with another Fatal Allure).
It's been a veritable minute since I've been in there. I remember adds spawning and she does something based on their remaining HP. I think she, and what you're describing sounds very pass/fail.

See just above for my response to @Tridus for an example of a different type of DPS check.

Quote Originally Posted by RiyahArp View Post
You know, considering how much the raiding community complained over relatively minor changes to monk or drk, and continue to note balance changes that constantly affect the meta, your faith that SE somehow can promote more healing without error is pretty funny. I mean, from lilies to pvp to eureka we pretty much have SE making questionable changes in the eyes of the playerbase, and you really want them to start touching the core of one or even more of the roles?
Riyah - just like I said to Granyala - if you said Kald, you have some good ideas and I think XYZ, but I'm just not confident they can implement it in a meaningful or good manner. If you obviously don't think my ideas are fine that's all well and good too.