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  1. #1
    Player
    Laesha's Avatar
    Join Date
    Mar 2014
    Posts
    128
    Character
    Laesha Starsong
    World
    Zalera
    Main Class
    Gladiator Lv 80
    I have a lot of empathy for both sides of this argument. It's really frustrating that on one dungeon run, I get ripped for being lazy and treated like a lol-cow for keeping HP totals @ around 70% and dps'ing the rest of the time, while on the next run I get all 3 coms for doing the exact same thing. I think the deep divide in opinion on this subject is the worst thing about healing, to be frank. It's far more harmful and onerous to my enjoyment of the class than any lack of dps, over dps, or lack of hard hitting dmg.

    That being said, As a long-time healer, I don't miss past-expac healing in the slightest. I play Astro as my healer of choice almost exclusively, and I enjoy its current iteration more than any of the others. I'm never bored when i play it. Not even a little bit. The mix between keeping my buffs spinning, planning my delayed heals/shields/hots, and using my dps kit (small as it is), is perfect for me. Personally, I think this is the direction they should go with healers and focus on making the dps equation a non-issue. I love the idea of buffs and debuffs, while at the same time I completely acknowledge that current encounter design offers healers a lot of downtime for dps. It becomes a fun juggling act for me between casting my Mal's with their short cast time and then managing the other half of my GCD between each cast. What do i use for my ogcd? do I put up a hot with CO or CO? Do i have cards to play? Do i need to use a GCD for healing? Can i avoid it? As someone who plays DPS often (probably more than any other job these days), i feel like the direction they've gone with Astro gives me just as much opportunity and dynamics as any of the dps classes I enjoy. I know most people don't like Astro at all, and that's fine, but I think it's absolutely a joy right now. The best thing about it for me also is that the cards STILL contribute to overall dps (thus falling in line with dps-focused encounter design) in a different way than having a direct damage "rotation"

    Honestly, this is the direction i'd like to see them take healers. More buffs and debuffs while keeping the DD abilities few and far between. Scholar, for example, having more abilities like old-school Shadow Flare. It was a zone that did dot, but also applied a potent Slow debuff. Those are the things that I would really love to see from future iterations of healing classes.
    (4)
    Last edited by Laesha; 05-14-2020 at 11:42 PM.

  2. #2
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Frankly I'd be okay IF SE took oneof the following two routes (mostly the former)

    • Return the printed DPS tools to WHM and AST, and give SCH more flavorful DPS tools
    • Grant Healers more access to buffing spells (in which case AST gets Time Dilation back) to set up for when the downtime ends, as well as maintaining those buffs if case there are no mobs left, preferably proced by healing spells and HoT ticks
    • OR change trash pulls so that every mobs has tank busting AoEs, stacking vuln stacks and spicy DoT and overkill damage for failing mechanics, ensuring that healers have less downtime, in other works make the trash hit as hard as bosses, whether as punishment for failing mechanics or as scripted inevitabilities that healers must adjust for.
    The former would ensure that Healers have something to do during down time, the third makes it moot by forcing healers to heal 90% of the time, the second also fixes the downtime issue by giving them something to do besides DPS. But as it stands right now, the current approach as an attempt at having the cake and eating it too.
    (3)

  3. #3
    Player Fourbestintoner's Avatar
    Join Date
    Sep 2015
    Posts
    758
    Character
    Melodiane Valerian
    World
    Masamune
    Main Class
    Black Mage Lv 42
    Remember when they said they would make healing more intensive? Such a sad lie that turned out to be, 4s and 8s and tea barely require you to heal.
    Sch is such a sad pathetic joke now, all the ones I knew quit or play whm now, which they also hate.
    (10)

  4. #4
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    The better the Party is at avoiding mechanics, The less work a Healer has to do.

    Its the only Role where the performance of the party directly impacts how active you are.

    Tanks always need to keep enmity.
    DPS always need to deal damage.
    Healers ... Don't always have missing Health to restore.

    That right there is what i would change. Our healer toolkits are full to the brim with useful and niche tools to cover any situation we find ourselves in. The only way we get to use all of these tools is when shit is going sideways and people are taking enormous amounts of damage they should otherwise be avoiding.

    We absolutely do not need HARDER hitting mechanics. That doesn't solve anything.
    For as long as incoming damage is on a script, we Healers will always have deadzones in our Role gameplay.

    So break the script. We know the devs have tools in place that allow them to specifically single out Roles for mechanics. We need sporadic, dangerous damage going out to the party with enough frequency that oGCD cooldowns simply cannot cover them all.
    It'd be fine to keep some of the scripted damage since fights need to be learnable and not subject to RNG wombo combos, but that scripted damage needs to be interspersed with random damage, either party wide, role wide or singling out party members for hits.
    Busters need to be used more frequently at odd intervals so Tanks wont always have their "Anti Buster Button" there to take it every time.

    Give me reason to watch the party list like a hawk. A reason to be ready to tap a Heal into someone at all times.
    I want Cure/Physik/Benefic to be used as GCD 'fillers' instead of DPS.

    Weaving some damage in amongst all the hits the party takes would be what separates Healers from Excellent Healers.
    (5)

  5. #5
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Sylve View Post
    snip
    Honestly I hadn't considered that as a solution, Adding more randomness might address the issue because the Tank cannot sponge all the damage.

    That said I think the Grand Cosmos might have that to an extent as I remember some mobs pulling away to AoE someoenne other than the Tank (course that might just be emity-related stuff)
    (0)

  6. #6
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,638
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Sylve View Post
    Give me reason to watch the party list like a hawk. A reason to be ready to tap a Heal into someone at all times.
    I want Cure/Physik/Benefic to be used as GCD 'fillers' instead of DPS.
    Would be cool for us but If they did that, 90% of the healers our there would be lost.

    BTW: Tanks rarely worry about enmity these days. You basically sneeze in the general direction of the mob and it is already glued to you. Tanks are basically blue DPS that press a damage reduction cooldown every few minutes.
    (3)

  7. #7
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Granyala View Post
    Would be cool for us but If they did that, 90% of the healers our there would be lost.

    BTW: Tanks rarely worry about enmity these days. You basically sneeze in the general direction of the mob and it is already glued to you. Tanks are basically blue DPS that press a damage reduction cooldown every few minutes.
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    (1)

  8. #8
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,974
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Quote Originally Posted by Sylve View Post
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    Savage has more "healing" in SHb than Stormblood. But on the same token, better buttons were given to healers. Hitting lily button after lily button. assize when it's up, along with finally useful Asylum, etc. Medica is practically obsolete save for some mismanaged situation.

    The damage/healing curve has to go up a bit more in savage, and much more in casual content to even get to that level.
    (0)

  9. #9
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Sylve View Post
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.

    Again, I think that's already in the works with the Grand cosmos. Though I still think they should add more mechanics common to bossfights like Vuln stacks and such as well. Make the healers real paranoid.
    (0)

  10. #10
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Morningstar1337 View Post
    Again, I think that's already in the works with the Grand cosmos. Though I still think they should add more mechanics common to bossfights like Vuln stacks and such as well. Make the healers real paranoid.
    Technically true for Malikah's Well too. The second boss does two tank busters almost back to back, and the third one doesn't even have one so the damage is more "random".

    Honestly, I'm all in for more rng-based fights, as in, let the bosses have a set of skills which they use in no particular order - it'd take away the monotony of tank buster > aoe > mechanic A > aoe/adds > mechanic B > tank buster > mechanic A> ...rinse and repeat until dead.
    (1)

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