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  1. #11
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Dynia View Post
    maybe cause im old and I respect tradition :P ?? nah its not it this time

    now image class with:
    - plate armor, def stats like paladin
    - healing power and skills like WHM
    - dps like paladin or WHM what ever here (I can already solo HUNT bosses on map as WHM, its take me like 1 hour to solo them but its possible)

    with this class you can selftank and selfheal anything in the game and with enough time you could solo ANY raid

    to answer that question that class would be OP, TOO OP / even hybrids with 2 elements are too strong, healer with too big dps is OP too imho (image that class on pvp high healing power and high dps)

    what why Holy Trinity exist you are weak in something and strong in something, you can't eat cake and have cake,

    that why is it so important that the holy trinity be pure, if you as healer do too much dmg, you away job from your fellow dps budy, its simple to KEEP class BALANCE

    I rly wish they make harder dungeons or dungeons hard mode with harder mobs that give more exp and rewards or just M+ from wow :P


    EDIT: and one more thing, would you be happy as black mage if your party member healer do same damage as you in raid ? (for example you and he do 10k dmg in the end to raid boss)
    (yes yes yes, I know this game have DPS check on a lot of bosses ^^)
    I see what you're saying, but I still think that both of us could be happy if we detach how interesting something is to do from how effective it is. If I was a BLM I wouldn't want the WHM to be able to do the same amount of damage I was while also healing (because then BLM would feel redundant), but I don't think that's entirely relevant. Let's say, for example, that a healer's dps contribution ranged from 0-5% of total raid dps. They'd still be well behind the DPS classes in terms of damage output, but striving to go from that 0 to that 5 could be an extra layer of challenge for the healer, once they'd mastered the healing (Maybe the best healers could even try to push themselves to 7%!). Making the means by which that dps was achieved more interesting would make the role more satisfying to play, without having any significant mechanical effect. Plus, since healer dps wouldn't be so important to the overall dps it wouldn't matter if some people struggled a bit to optimise it. So long as their healing was manageable they'd be able to do their job just fine.

    You also didn't comment on the idea of adding buffs. I think that adding aoe buffs could make balance difficult, but single target buffs could be easier to balance.

    (Ofc, all this is only considering group content. I'd like to see healers with enough dps out of group content to get their MSQ done in reasonable time. If you didn't want healers dpsing in group content you could have these skills morph into buffing skills when in group content)

    Edit: some math- if all healers and tanks were doing around 5% of raid damage, they'd be doing less than half of what the average dps was putting out. I think that's a big enough disparity to avoid stepping on dps toes.
    (2)
    Last edited by Hatstand; 07-17-2019 at 11:31 PM. Reason: Math