I would like to see mechanics that punish players for having more than 2 ranged standing in one spot, or mechanics that require the player to move ever 4-5 second.
Mechanics where if you stay still too long the DoT effect becomes stronger effectively killing you if you don't keep active during the fight.
In WoW healers are rarely standing still and they can't cast and move at the same time either.
I play whm a lot and moving and healing is pretty fun. Even tho you can't run and cast it still pretty simple to do. I'll say it again Jinko is one the best whm's i played with cause he does a good job @ keep ppl alive no matter what. Too many whm's in this game wanna stand in one spot and do nothing.
Exactly. People act as if MMOs still don't follow this same rule. You can't channel, move, and cast at the same time. The only exception is by having a trait learned which penalizes the spell being channeled(less damage, less hp, longer cast time , etc).I play whm a lot and moving and healing is pretty fun. Even tho you can't run and cast it still pretty simple to do. I'll say it again Jinko is one the best whm's i played with cause he does a good job @ keep ppl alive no matter what. Too many whm's in this game wanna stand in one spot and do nothing.
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I can't blame too much whm's ... most of my ls when we do dungeons, ifrit etc, don't want do it, expecially now with movement interrupt, and these servers. it's really stressfull
I would imagine its more that people have done Ifrit so much they are bored to tears of it, although I'm finding more people willing to do Ifrit and Moogle than the new dungeons which makes me sad![]()
Then they don't know how to heal in stressful environments. The problem, however, is this:I play whm a lot and moving and healing is pretty fun. Even tho you can't run and cast it still pretty simple to do. I'll say it again Jinko is one the best whm's i played with cause he does a good job @ keep ppl alive no matter what. Too many whm's in this game wanna stand in one spot and do nothing.
Movement should revolve around mechanics in a fight. People should not be lazy and kite shit all over the place because "it's easier," then expect a healer to tail them around like their personal butler. That's the point at which movement is for movements sake, and it's due to tanks not wanting to put real effort into their job.
Movement should occur when it is necessary, like avoiding fire on the ground, or getting to a buff on the floor, or LoSing a mob. It should not involve having to chase down a tank who doesn't know how to tank. I spend enough time moving around to get buffs on everyone while trying to stay out of range of mob AoE, and I try to time my spells perfectly every single time, and I also try to LoS things when the tank refuses to get a boss facing the proper direction. I am not also going to chase a PLD around a goddamn tree. If he takes too much damage and gets out of my range, then he deserve to die. Anyone who does that, even if it is the majority of players, is doing it wrong. If the content forces us into that situation, then the devs are doing it wrong, too.
Come into WoW and let me heal you in Dragon Soul, and if you can survive, you'll see how movement and healing should work during a battle. If I remember correctly, Jinko also plays WoW, and that's probably why he is able to pull off what he can in this game. WoW is a trial by fire for healers, and it teaches one what is proper and what isn't, and if it's one thing I have learned, it's what constitutes a tank who doesn't know what the hell he is doing.
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