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  1. #1
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,012
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Azurarok View Post
    To be clear I'm not saying it's okay that things are the way they are, but I sure would like to understand what their reasoning is if there are other things than just "they're lazy".
    I don't think they're lazy, I just think they're designing healers from the perspective of a DPS player. If you look at the changes made from the start of SB until now, you can see them very slowly removing anything that can distract us from healing while giving us more and more healing tools. There's no nice way to say it, they're designing heal bots, not an actual enjoyable role.

    The cynical part of me had a thought, Mortal Flame on BLU might be a test to make healer DoTs into a permanent duration so it's just set and forget. This would further their mission of making healers as fail-proof as possible by making them always ready to heal and never having to delay heals by having to refresh a DoT.
    (16)
    Last edited by Aravell; 09-15-2023 at 11:10 AM.

  2. #2
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    976
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aravell View Post
    I just think they're designing healers from the perspective of a DPS player. If you look at the changes made from the start of SB until now, you can see them very slowly removing anything that can distract us from healing while giving us more and more healing tools. There's no nice way to say it, they're designing heal bots, not an actual enjoyable role.
    Ah, yeah I do see that a bit. Kinda reminds me of how a good handful of older Tales games don't actually make their healers nearly as fun to play as others.

    Quote Originally Posted by ForsakenRoe View Post
    the gauge I suggested is for a healing skill that is damage neutral (like how Lilies pay for themselves via Misery's refund), and is damage positive only by spending the refund skills in buffs ala Misery (since the refund is tied to casting Glare/Dia/the other one, this would mean using the gauge at X:58, else you'd have to AFK til the buffs go out), and B: I rewrote it to also include non Lily heals, such that if there's a hard HPS check (Harrowing Hell for example), the player can still build gauge, because it seemed silly to be locked out of building towards a healing tool because you were too busy healing. I wouldn't want to have a gauge spent entirely on 'damage positive skills' on a healer. Rather, I think the way to do it would be what I went for, a gauge that gives access to more healing or mitigation tools, that, if used well, can increase the player's DPS indirectly by removing more 'damage-loss GCD heals' like Medica 2. Well, at least for WHM
    This is kind of the point I was wanting to get back to, circling back to my first post in this thread regarding SGE's Toxicon and GCD heals in general. I think we need more designs where different attacking and healing skills interact with each other so that they somehow lead to the healer being dps neutral to even positive on a personal level for the role to be fun to play in all ranges of content. And by that I mean not only have healing help your attacks, but have ways attacking can also help with healing (e.g. make Glare also have a chance of proccing Freecure)
    (2)