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  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by KaldeaSahaline View Post
    (1)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...

    (2)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.

    (3)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...

    (4)...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.
    (1) I don't see this, and it's hard to argue in one breath healing is more meaningful, while somehow being easier than the current system. Again, the more priority you place on cures over optional DPS, the harder it will be. You're arguing maybe for a different kind of difficulty, and that would have to change a lot more than just healers to be implemented. I think you believe its easier, but it may very well be the same difficulty or worse, because triage just pushes the wipe ten minutes down the line instead of it happening in 60 seconds.

    (2) This puts more of a burden on healers to fix mistakes, ironically. Part of the "bam, your dead!" model means DPS need to know they can't rely on the healer too much to ignore mechanics. And also, if this style of play leads to longer fights, you still have more stress; hard fights generally are at a decent sweet spot in time to where you aren't getting exhausted healing over the long term.

    (3) Well, the thing is that if you want say 70-30% heals, you are essentially asking people to cast cure as much as stone in a fight, so you would just swap the boredom. Rotations tend to make that somewhat more interesting and probably would end up being made.

    (4) The point was not for you specifically, it's more an observation that modest changes people dislike intensely...so then why are people confident they'd be ok with intensive changes? Even good ideas can be poorly implemented, and the devs simply are not going to implement in toto any suggestions here, except in a general way or modest way. I think a lot of these points should be argued for the next game SE makes, unless we are ok with SE constantly changing the base mechanics of this game every expansion, or even more frequently.
    (0)
    Last edited by RiyahArp; 04-14-2018 at 01:48 AM.

  2. #2
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by RiyahArp View Post
    (2) This puts more of a burden on healers to fix mistakes, ironically. Part of the "bam, your dead!" model means DPS need to know they can't rely on the healer too much to ignore mechanics. And also, if this style of play leads to longer fights, you still have more stress; hard fights generally are at a decent sweet spot in time to where you aren't getting exhausted healing over the long term.
    Part of the appeal of healing is that you can save people. It's in the name of the role. Removing that with overly frequent one shots puts the burden on DPS but removes that aspect of the healer's identity.

    Some one shots are good variety in fights. Too many means there's little a healer can do to sway an outcome by doing something exceptional and saving someone who should have died. An example is Hashmal's extreme edge. That rarely one shots people these days damage wise, they usually die from the DoT tick. That means that while it's the target's fault if they die, a healer who sees it fast enough and is in range can save them from that death. That's better than just "oh here's 2 million damage you die instantly" because it's clear both who made the mistake and also gives the healer an opportunity to intervene.

    To me, that's far more compelling healer gameplay than "nothing to do, spam another Stone".

    (3) Well, the thing is that if you want say 70-30% heals, you are essentially asking people to cast cure as much as stone in a fight, so you would just swap the boredom. Rotations tend to make that somewhat more interesting and probably would end up being made.
    Except that Cure does things like Freecure and Lilies. Freecure used to matter but doesn't because MP is a joke now, and Lilies are irrelevant because of what they do. If those things were relevant resources, Cure healing has more going on mechanically than Stone spam does. Plus, I'm probably also using Regen, Tetra, Asylum, etc.
    (0)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642