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  1. #1
    Player
    DyadicNull's Avatar
    Join Date
    Oct 2020
    Posts
    1
    Character
    Fhalnuir Qel'zari
    World
    Brynhildr
    Main Class
    White Mage Lv 80

    Healer Resurrect Distinction

    I’ve been thinking lately about how RDM is the best class when it comes to resurrecting teammates, especially in times of crisis. This is undoubtedly a very potent and unique class mechanic that some of the player base still believe needs reworking. Even though I disagree with this sentiment, I do feel there needs to be a distinct drawback to this strength in comparison to the dedicated supports in the game.

    We may as well consider the res for all three healer classes (and SMN) as having a 60 seconds CD because the usage is inextricably bound to swift cast. Raw casting these abilities is generally unwise and frankly impossible for higher level content. On the contrary RDM doesn’t restrictions to this as long as they have sufficient MP. Shouldn’t the healers of the game have pronounced healing capabilities not only for gameplay functionality, but to coincide lore-wise with RDMs using quick, less potent black and white magic?

    All that is to say I think the res for healers should restore more health to allies than the magic DPS resurrect abilities. I would say the weakness effect should be more lenient as well but that may be a bit too ambitious. I cannot count the amount of times I’ve resurrected and ally as a healer just to see them get obliterated by some unavoidable AOE within 2 seconds (although learning to time your resurrection is important) and then I’m left with a dead teammate while waiting 60 seconds. I believe this provides a fair drawback for RDM’s quickness, and SMNs focus on damage output. I haven’t seen any other posts about this, so I hope this idea isn’t redundant. Let me know your thoughts!
    (1)
    Last edited by DyadicNull; 10-10-2020 at 03:51 AM.

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    RDM’s drawback for this is their subpar MP management. As a SMN I can raise 3-5 people back to back without running dry on MP thanks to EAs and Phoenix. As a RDM you have to use Reprise way more than you’d like to in order to compensate for that MP loss more often than not.
    (5)

  3. #3
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by DyadicNull View Post
    All that is to say I think the res for healers should restore more health to allies than the magic DPS resurrect abilities. I would say the weakness effect should be more lenient as well but that may be a bit too ambitious.
    Honestly, I'd rather not have that happen. Dying should be costly, even if that means as healer I need to deal with a critical health bar fast before the next raidwide. It's lenient enough as it is. I'm also fine with RDM's and SMN's being able to help out on raises, it gives the class some flavor and it's welcome help from our perspective. I still see BLM's all the time. If you made RDM's Raise have a worse weakness debuff, they simply won't use it and the ones that do will be told off, especially if they misjudged and one healer had Swift ready. No dps would want the harsher dps loss.
    (6)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Res availability is probably the main reason why so much emphasis is placed on raidwide damage in this game. The main drawbacks to your group from deaths are the raid dps loss (resulting in an unhealable raidwide wipe on the next dps check) or the risk of having too few players at the start of the next team jumprope mechanic (resulting in an unhealable raidwide wipe on the next mechanics check). If you don't kill off everyone at once, players will slowly start to bring their teammates back.

    I think we need to be going in the opposite direction. Place limits on res usage, with teamwide shared recast cooldowns and a max number of uses per player/team. Perhaps have healer LB3 reset those recasts and uses, if you're feeling nice. But if you want single target damage to matter more, there needs to be a cap placed on res usage. Besides, the original Titan fight showed that there wasn't anything wrong with being forced to sit out and think about your mistakes. Makes you sharper the next run. It's much too easy to res people back after their mistakes.
    (3)
    Last edited by Lyth; 10-10-2020 at 11:09 PM. Reason: spelling

  5. #5
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,158
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Lyth View Post
    Besides, the original Titan fight showed that there wasn't anything wrong with being forced to sit out and think about your mistakes. Makes you sharper the next run. It's much too easy to res people back after their mistakes.
    Not really. The people who would be learning from their mistakes will learn from their mistakes no matter what and stop making them--you don't have to force them to sit the rest of the pull out.

    Permadeath mechanics will just encourage everyone else who dies to AFK for the rest of the pull and not learn anything for next time. The only people punished by permadeath are the people who survive and then have to carry the permadead people.
    (7)
    Last edited by Rongway; 10-11-2020 at 01:45 PM.
    Error 3102 Club, Order of the 52nd Hour

  6. #6
    Player
    Side-Eye's Avatar
    Join Date
    Jul 2018
    Posts
    187
    Character
    Braedyn Geld
    World
    Lamia
    Main Class
    Astrologian Lv 80
    I would leave RDM raise alone -- because it already has a steep drawback with MP impact -- but I could easily imagine the next expansion delivering a heal job trait which reduces the weakness effects, cast time, and/or recast time for rez.
    (2)

  7. #7
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    Sounds like you want a Druid battle Rez like wow. This game plays so differently. To be honest I wish ff14 had wows gameplay and technical specs for classes but kept the fff lore story and background.
    It’s so stark how healing is so much better in wow. Different mechanics variety more variety. Can you imagine ff14 with only one battle Rez every ten minutes?

    It wouldn’t work. They need to fox how damage works how healing works how they design encounters.
    (2)

  8. #8
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    They do need to fix how they design encounters. Healers and tanks need to be the ones with carry potential, not dps.

    Quote Originally Posted by Rongway View Post
    ...
    That sounds like more of a story mode problem. If you're having 4+ deaths on a run, the game by all rights should wipe you. You shouldn't be able to power on through by virtue of those one or two players with superior dps.
    (1)

  9. #9
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Lyth View Post
    That sounds like more of a story mode problem. If you're having 4+ deaths on a run, the game by all rights should wipe you. You shouldn't be able to power on through by virtue of those one or two players with superior dps.
    Much as I agree with this, by many accounts Squeenix doesn't. Their design philosophy for story mode fights seems to require ~2 competent people corpse carrying so the autoattackers, blizzard wizards, and Sylphies don't riot and unsub.
    (2)

  10. #10
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    As you stated, rezzes are basically tied to swiftcast. It's shouldn't stop a healer from hard casting it, and those are also very engaging times for healers as an optimally hard casted rezz is like, really effin difficult to pull off. There are just so many things that can go wrong during that time, including - if you're like me - fiddle around with your own death and try to get the rezz cast bar to 85% before that big circle underneath me goes off. Ideally, peeps shouldn't be dying every 60 seconds, and if this is happening where DPS checks are tight, it's basically good night. In short, those DPS assisted rezzes are more than welcome. They are also extremely welcome in 24-man.

    As others have stated, RDM's drawback is the hit they take to their MP, but also their DPS. Spells like Vercure and Verraise don't grant the RDM any mana along with not causing any damage, so it's a bit of double-whammy. I don't think the idea was for them to step on healer's toes or become this rezz god so much as they are there to assist the healers when multiple raises are needed, or when the healers are down.
    (1)

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