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  1. #1
    Player
    Endariel's Avatar
    Join Date
    Mar 2019
    Posts
    307
    Character
    Riviera Koji
    World
    Coeurl
    Main Class
    Dragoon Lv 42
    I indeed did not take into account tank ole action nor indirect mitigation, but nevertheless, healers have waay more tools than they are normally using.
    As you pointed out, low cost st spells become obselete at higher levels, which leaves me the question why they aren't directly upgraded in the first place. But there's more than that
    As for "green dps", isn't that the current situation anyway? Tanks are defacto blue dps, but no one is complaining
    It's either this or raidwide "true living dead" every 10 seconds to make healers utilize their full kit
    (1)

  2. #2
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Endariel View Post
    I indeed did not take into account tank ole action nor indirect mitigation, but nevertheless, healers have waay more tools than they are normally using.
    As you pointed out, low cost st spells become obselete at higher levels, which leaves me the question why they aren't directly upgraded in the first place. But there's more than that
    The Healer's kits are built around sustained healing with mp management as a factor, but fights favor spike healing that doesn't really tax healer mp management. You can more or less see how the healers are supposed to work in ARR content with bosses that almost continuously attack the tanks occasionally stopping to use party targeting actions. Modern bosses tend to spend a lot more time casting abilities to be dodged over attacking.

    As for "green dps", isn't that the current situation anyway? Tanks are defacto blue dps, but no one is complaining
    Tanks are complaining about being blue dps. We just tend to complain more about fight design not fully utilizing our kit than the kits themselves (outside of DRK which has a rather boring dps rotation).

    It's either this or raidwide "true living dead" every 10 seconds to make healers utilize their full kit
    There are actually a fair number of ways to make fights more interesting to tank and heal but the designers have more or less locked themselves into the current design scheme. More unavoidable damage on the tanks coming from Auto-attacks and DoTs would do a lot.

    Quote Originally Posted by Saefinn View Post
    I feel the big issue is that for an awful lot of content you're only healing 20-30% of the time. Not because you're a healer who wants to DPS more and not care about healing but because you're good enough at healing that you don't need to heal any more than that.

    What that results in is:
    70% of a run is dead boring DPS.
    30% of a run is over-saturated with available healing spellsp
    Exactly.

    If people's health is topped up enough, what healing incentive is there? There's 0 benefit to overhealing.
    There really should be more abilities like Spirit's Within that scale their damage based on how high their current HP is.

    2- They adjust the content so healers have to heal more. This to me would be the biggest undertaking, because they would have to go back and retroactively adjust old content. Being selective won't do IMO because people do roulettes, people level, people do content outside of endgame and stuff that's current. If content is only interesting to play at endgame, then the game would just suffer from the biggest wall I had getting int WoW.
    They don't really need to rebalance existing content that can be completed. Just change how they do design future content.
    (1)
    Last edited by Ultimatecalibur; 12-10-2020 at 08:05 AM.

  3. #3
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    They don't really need to rebalance existing content that can be completed. Just change how they do design future content.
    On this point, I disagree, simply because people still do the older content, which I think is a positive for this game, that it incentivises old content so people who need/want to do it get queues for it.

    But say I'm capping my tomestomes for the week, there's still Trials Roulette, Levelling Roulette, 50/60/70 Roulette. Or if I am healing for a newbie on older content and help out people in general. And of course, there's new or returning players who still have to go through that content who are at a skill level where it still feels unengaging. From a tank perspective, not as engaging as it used to be but still reasonably engaging because it feels like I am not spamming. And for DPS it feels more engaging because you have a rotation and feel like you're not spamming.

    Hence my reference to WoW, because whenever I've tried to approach that game it just felt dull to play all the way right up until the content everybody's doing, which means going through an arduous slog of un-engaging content. One of the reasons for ARR rework was because ARR had that wall. And I feel as a role, healers have it too. Not the case for every new player, as I hear mixed feedback.

    Sure balancing the future content would be great for future content, but I feel like it'd only a be partial solution.

    Quote Originally Posted by Ultimatecalibur View Post
    There really should be more abilities like Spirit's Within that scale their damage based on how high their current HP is.
    It's an option for sure. I think there's lots of options that can add a bit of spice of life. Just anything that doesn't make it feel like you're just spamming.
    (1)
    Last edited by Saefinn; 12-10-2020 at 08:26 AM.

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Saefinn View Post
    On this point, I disagree, simply because people still do the older content, which I think is a positive for this game, that it incentivises old content so people who need/want to do it get queues for it.
    People can and will still do the fights even if future fight design changes. ARR and HW have different fight design than StB and ShB so changing the fight design going forward doesn't mean redoing all previous fights.
    (0)