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  1. #1
    Player
    einschwartz's Avatar
    Join Date
    Mar 2018
    Posts
    387
    Character
    Ein'sf Florr
    World
    Kujata
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    [*]The part where they mentioned about giving some ease to healer enmity management, mainly from Embrace, Kardion, and HoT ticks... I mean, do we really have any -enmity management- at all prior to this? [/LIST]
    While enmity management is practically none prior to this change, it's another few reason left we could tell new healers not to overheal... gone.
    Let them all keep the Medica 2 uptime I guess.
    (5)
    Last edited by einschwartz; 08-23-2022 at 06:55 PM.
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  2. #2
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    746
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by einschwartz View Post
    While enmity management is practically none prior to this change, it's another few reason left we could tell new healers not to overheal... gone.
    Let them all keep the Medica 2 uptime I guess.
    Tbh, i rather would them change the system in such way overhealing becomes rewarding to do. Forcing healers to heal more. The problem is mainly that there arent that many good ways to get that focus back, since even if it gives a DPS boost, if the healing is never demanded to begin with, a DPS remains generaly better as long as the enemies simply cannot dish out enough damage. With some casters having a revive, even that part is covered.

    A few things that generaly need to be done are obviously increasing the incoming damage, and applying better ilvl caps. But there are a few more things they can do:
    - Nerf self sustain significantly. There is no need for a DPS to be able to sustain themselve this strong. Even more when such healing is oGCD. For a tank some self sustain can be needed, but being able to self sustain against any boss should simply not be possible. I know this is done because of the 'healer is dead, so the party also dies' problem that it would otherwise create. Which takes me to the next issue:
    - Give other classes also an option to revive others. But have additional restrictions with it. The phoenix down item used to be a major item in older FF games for this. But the many ways to revive made this obsolete. The issue here is that potions cost gil, which in turn makes them not prefered to have, but surely something can be made that resolve this.
    - Make the party receive boosts depending on party health (or punish low health - since it requires some more reworking its effectively the same). Sure, the healer might barely get any benefits on his own. But if the party being at full health gives an over 10% DPS boost, compared to a party at 50%. It means that quick healing can effectively grant more DPS in the end.

    Enmity management was only a thing on pure healers as their regens could cause issues. Barrier healers didnt have this issue for that reason, so the fix here is to simply balance the 2 types, and on that fine. But i agree, it sadly means that excessive overhealing isnt punished anymore (overhealing on its own isnt an issue when you arent going to be using a dps spell within the next 2 seconds and have plenty of mana).

    But yes, a way to punish (excessive) overhealing would be nice to have, simply because its a teaching mechanic to get a healer not blindly spam healing and ignore dps. Emnity was a realy good way to do this as the punishment was directly visible (you got attacked).
    (1)