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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    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
    Join Date
    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
    Join Date
    Dec 2018
    Posts
    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)