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  1. #1
    Player
    Kalise's Avatar
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    Dec 2018
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    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Coltvoyance View Post
    But that's the thing, you can be a "pure" class and still have utility. The problem is that SE doesn't take the "pure" concept far enough. They stop at slightly bigger numbers. It never translates into exceptional new abilities. If my class has forgone any diversification in it's abilities and is built around doing ONE THING REALLY REALLY WELL, then I should be able to do things the other classes can't.
    The issue with something like this is that in the healer role...

    Everyone needs to be able to clear content.

    So you can't make 1 job have more healing/more heal mechanics that make them able to bypass certain attacks from bosses or do some crazy things that for example, makes them much better at being able to solo heal encounters.

    Since if you do that, then the other jobs become useless.

    In the same vein, if you do dedicate all of a job's focus into "Healing" and niche things like raising, or being able to negate a tankbuster (Via cheat death mechanic) then you run into a problem where this utility is just not seen as worth it over other jobs who's focus gives them actual DPS gains.

    Essentially, you get the RDM problem, where their utility is insta-raise capability. But, if people aren't dying (Also, aren't dying at a frequency where Healers/SMN can't keep up with Swiftcast CD's) then it's useless compared to taking another job that either deals more damage themselves, or has other damage increase utility for the party.

    Like, at best, I can only imagine something like if there was a division between healing types such as Shield vs Regen or Tank vs Raid and thus a "Pure" Healer could then be able to flex between both roles, though even in this capacity, the "Pure" Healer would still need to bring something noteworthy in addition to this to allow it to compete with the other "Focused" Healers that can only do one role equally well but would likely have other benefits in their own right.
    (0)

  2. #2
    Player
    Coltvoyance's Avatar
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    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kalise View Post
    The issue with something like this is that in the healer role...

    Everyone needs to be able to clear content.

    So you can't make 1 job have more healing/more heal mechanics that make them able to bypass certain attacks from bosses or do some crazy things that for example, makes them much better at being able to solo heal encounters.

    Since if you do that, then the other jobs become useless.
    And thats not fair? Right now WHM is the odd healer out with no utility, which I'm sure you agree is also unfair. But in this hypothetical, the new abilities WHM gets don't have to be required. Encounters can and should be able to be cleared by all configurations. And SE can engineer a way to require two healers so WHM doesn't just solo heal (they do it for Tanks). They haven't for healers because they're lazy.

    But if AST and SCH can help groups by providing more damage, letting the run end faster and reducing the number of mechanics they do, why can't WHM help groups clear by letting groups cheese through certain mechanics occasionally? Either way its fewer mechanics.

    Now, you can certainly argue that "Then this group doesnt need you because they just do the mechanics." But you might also be able to argue that if you can cheese the mechanic, you can stay next to the boss and do more DPS, giving a valid reason to include WHM.

    The only blasphemous part of the whole scenario is that there'd be a different way to tackle a mechanic or encounter and we apparently can't have that. SE is all about following a script.
    (4)
    Quick, everybody into the Batmobile!

  3. #3
    Player
    Kalise's Avatar
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    Dec 2018
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    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Coltvoyance View Post
    And thats not fair? Right now WHM is the odd healer out with no utility, which I'm sure you agree is also unfair.
    Yes, but the unfairness of the current situation doesn't justify creating an unfair situation the other way.

    Especially since, really, there's no reason why WHM can't just get some utility that isn't pure heals.

    Quote Originally Posted by Coltvoyance View Post
    But in this hypothetical, the new abilities WHM gets don't have to be required.
    Then they will be scrutinised against the other healers unique utilities to find out which two healers have the "Best" utility and whichever one doesn't make the cut will be considered "Bad"

    Quote Originally Posted by Coltvoyance View Post
    And SE can engineer a way to require two healers so WHM doesn't just solo heal (they do it for Tanks).
    Then extra "Heal focus" means nothing. Since you're back to square one where WHM is better at healing people... But doesn't need to be.

    Quote Originally Posted by Coltvoyance View Post
    But if AST and SCH can help groups by providing more damage, letting the run end faster and reducing the number of mechanics they do, why can't WHM help groups clear by letting groups cheese through certain mechanics occasionally? Either way its fewer mechanics.
    Because it has other ramifications than just healer balance.

    For example, if WHM could negate a Tankbuster. What's stopping WAR from being able to now solo tank everything using their own tools in addition to this WHM mechanic?

    What happens to a job like SCH who's current benefit is being able to provide shields to pre-emptively mitigate mechanics if WHM can just cheese through them instead?

    What if WHM can allow for BLM to not have to move as much by simply negating mechanics and creating a meta around BLM standing in one spot and maximizing their massive damage potential?

    What happens to Tank and Healer Limit Breaks if WHM can simply just do them as part of their normal kit?

    Quote Originally Posted by Coltvoyance View Post
    The only blasphemous part of the whole scenario is that there'd be a different way to tackle a mechanic or encounter and we apparently can't have that. SE is all about following a script.
    The issue is not that it's a "Different way" to do things, but rather that balancing such a thing is difficult.

    You have to make these unique (Non-directly damage boosting) utilities be worth as much as the 2 other healers (Direct damage boost) utilities. Whilst also not tuning them to the point of being broken in their core design (Thus creating another poor situation such as 1 Tank or 1 Healer composition metas)

    And maintaining Healer parity so that WHM isn't inherently better with a particular co-healer (Such as if they could cheese mechanics, then SCH is less wanted because of their mechanic mitigation is less desired)
    (2)

  4. #4
    Player
    Feidam's Avatar
    Join Date
    Aug 2013
    Posts
    593
    Character
    Aenn Do'chas
    World
    Coeurl
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Coltvoyance View Post
    But that's the thing, you can be a "pure" class and still have utility. The problem is that SE doesn't take the "pure" concept far enough. They stop at slightly bigger numbers. It never translates into exceptional new abilities. If my class has forgone any diversification in it's abilities and is built around doing ONE THING REALLY REALLY WELL, then I should be able to do things the other classes can't.

    If you want WHM to be a pure healer, then actually give it unique tools and abilities to heal with. Give WHM a reraise or an AoE raise, or a way to reduce or eliminate weakness. Give it a Healing Aura or let it cast "stored heals" that activate when someone takes damage or even heals that activate when a character hits 0 and lets them cheat death. That's absurd! you say? Is it really though? Isn't it more ridiculous to have a class wholly dedicate itself to a single skillset and gain nothing more than slightly bigger numbers?

    If I'm the guy who lives at the gym, I shouldn't just be able to lift 20lbs more than the guy who goes three times a week. I should be able to lift things in ways the other guy can't even imagine.
    What you are suggesting just isn’t feasible in regards to maintaining balance in a mmo game. But quite frankly neither is the utility vs non utility set up SE has taken. Some players will sideline certain classes then. Hopefully the get this worked out.
    (0)
    Last edited by Feidam; 04-19-2019 at 05:40 AM.

  5. #5
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    Not sure where it would fit as a healer identity, but having a disc style healer in FFXIV would be fun. Never been much of a healer fan, but disc priest in WoW was extremely enjoyable.
    (2)

  6. #6
    Player
    Kalise's Avatar
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    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Awha View Post
    Not sure where it would fit as a healer identity, but having a disc style healer in FFXIV would be fun. Never been much of a healer fan, but disc priest in WoW was extremely enjoyable.
    What iteration of Disc Priest?

    Bubble Priest?
    Atonement Priest?
    Penance Priest?

    That spec has been through the wringer and then some xD

    Which, I guess is to be expected on a class that has 2 healing specs... Gotta mix things up between them somehow.
    (0)

  7. #7
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    Quote Originally Posted by Kalise View Post
    What iteration of Disc Priest?

    Bubble Priest?
    Atonement Priest?
    Penance Priest?

    That spec has been through the wringer and then some xD

    Which, I guess is to be expected on a class that has 2 healing specs... Gotta mix things up between them somehow.
    This is true, version I was most fond of was Atonement, so I guess the current version of disc 8.0 on.
    (0)

  8. #8
    Player
    Kacho_Nacho's Avatar
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    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    I feel another good way to give identity to a healer is how they go about regaining mana. Personally, I think the current WHM lilly system could be greatly improved by making it a mana recovery mechanic instead of an unneeded extra healing ability.

    Scholars could regain mana by sacrificing their fairy. This will cause them to regain mana at a steady rate. When the healer feels they have enough mana back, they may resummon the fairy at no mana cost.

    Astrologians could have an extra card in their deck, that when used, would remove all existing buffs and destroy all card in their hand, but restore their mana to full.
    (0)
    Last edited by Kacho_Nacho; 04-20-2019 at 07:14 AM.

  9. #9
    Player
    lordcruxis's Avatar
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    Sep 2016
    Posts
    34
    Character
    Zoii Zoi
    World
    Mateus
    Main Class
    Paladin Lv 47
    Quote Originally Posted by Kacho_Nacho View Post
    I feel another good way to give identity to a healer is how they go about regaining mana. Personally, I think the current WHM lilly system could be greatly improved by making it a mana recovery mechanic instead of an unneeded extra healing ability.

    Scholars could regain mana by sacrificing their fairy. This will cause them to regain mana at a steady rate. When the healer feels they have enough mana back, they may resummon the fairy at no mana cost.

    Astrologians could have an extra card in their deck, that when used, would remove all existing buffs and destroy all card in their hand, but restore their mana to full.
    so basically, whm and sch get no mp issues, but ast has to rely on rng to keep up
    (1)

  10. #10
    Player
    Kacho_Nacho's Avatar
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    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by lordcruxis View Post
    so basically, whm and sch get no mp issues, but ast has to rely on rng to keep up
    Not really. WHM would have to balance how much mana they have versus the amount of healing needed.

    If their mana is too low they'd have to cast several cures to get the lilies full. But, cure remains a weak heal.

    So, it is a choice. Negligible healing or risk using more mana?

    The WHM would spend their lilies to get a portion of their mana back. One lily 10%, two lilies 25%, three lilies 40%.

    To go further regarding SCH, I feel the player should have weaker heals but very good shields with the fairy providing the majority of healing and buffs. So, the SCH has to decide between regaining mana or not having heals to supplement their mitigation.

    They'd have to go a certain length of time without that extra buffing and healing before they are up to full mana. But, they can summon their fairy anytime.

    But the SCH would receive less mp. The summon of the fairy would be free of cost because why take away the mana they sacrificed Eos/Selene for to begin with?

    It'll still cost a global for the summon though. The time to regain full mana could be twelve seconds.

    AST would automatically have the full mana card in their hand first draw. They'd have an extra slot to hold this card for when they need it. Their abilities would cost more mana but not excessively.

    Meanwhile, the buffs AST casts would be more meaningful in the instance/raid environment. So, the decision to play the full mana card becomes meaningful.

    After the first use of the full mana card, it is random when the ASTR will pull another one but they would still be able to hold it as a regular card or in its special slot.

    The idea is to bring in the minigame of mana management to the healing in this game while keeping healing interesting versus the current minigame of dps versus healing.
    (0)
    Last edited by Kacho_Nacho; 04-20-2019 at 01:06 PM.

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