Results -9 to 0 of 116

Threaded View

  1. #11
    Player
    Lethros's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    66
    Character
    Ypatia Alexa'vdreias
    World
    Tonberry
    Main Class
    Scholar Lv 100
    I think perhaps the rate of damage taken and HPS is not meaningful enough. Healing is quick, and damage taken can also be quick. DPS jobs do their thing stretched out over time. Healers do their thing in moments. They don't really have a combination of things to go through in a surge of tank or party damage. As the game is if there were more healing it would just be more spamming the same thing, except in a more stressful way. I don't think healers should have to be casting heals all the time, but that the actions they use have a longer relevance/meaning. Maybe a bit less reactionary and more balancing of HPS/incoming-DPS with defensive and restorative actions over time.

    With the amount HPS in this game the gap between 10% HP and 100% HP is quite small, relative to the amount of damage taken. This drifts away from the way the game is, but if that gap was effectively much larger, and HPS and general incoming damage compared to smaller/varying portions of HP, with all our healing actions adjusted/changed/redesigned for such gameplay, maybe it would be more interesting and meaningful (not with our healing actions as they are). To be able to see and experience the management of HP levels with the actions you use.

    As it is HP levels change very quickly and don't have much life/movement beyond their quick restoration and chunks of damage. Basically I think maybe healing tasks and effects are too instant, and are not much perceivable.

    Addition: With the smaller portions part I mean some large amounts of damage staggered/spread out over some time, rather than just instantly. And not that quick massive damage couldn't also exist as it does now
    (2)
    Last edited by Lethros; 08-16-2019 at 01:10 AM.