Results 1 to 10 of 390

Hybrid View

  1. #1
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Selova View Post
    The only way the design for healers will ever change from what it is is if they change the way damage is dished out during encounters.
    I feel a little like they might actually have been listening when people say "if you want healers to heal, give them more things they have to heal" and taking some steps in that direction with this patch; I find Emerald Weapon EX has mechanics that—while not all that complicated—do hit with a little more damage than I'd expected to see... and the autoattacks the main tank takes can seemingly chomp off enough HP in places to almost qualify as mini-tankbusters, which ain't something to sneeze at.

    And someone I know commented with regards to E9S (in a mock-haunted tone) "There's nothing in here that isn't a tankbuster or a raid-wide. Nothing."

    Truthfully, I'm really enjoying this patch right now because it feels like I can't solely disengage brain and rely on "yeah so I'll have this instant heal or oGCD heal available to me in another 6 seconds, and we can skate until then and just keep damaging" because if I wait that six seconds there's a chance someone is going to be dead. And yeah, some of that is due to going from people outgearing the content (in 5.3) because they have i500 gear to a scenario where i500 gear is the baseline that a fight is balanced for... but even taking that into account, it's still a bit more damage than I'd expect.

    Is it wrong that I really sort of hope they keep that up?

    Quote Originally Posted by tdb View Post
    I would happily trade Cure 1 and Fluid Aura for a couple extra DPS buttons.
    *waves her "Turn Fluid Aura into an interrupt so that it's useful and I don't have to sit and watch helplessly when people fail, Yet Again, to interrupt the paralysis cast in Puppets' Bunker" sign around a bit more*
    (1)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  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
    Quote Originally Posted by Packetdancer View Post
    I feel a little like they might actually have been listening when people say "if you want healers to heal, give them more things they have to heal" and taking some steps in that direction with this patch; I find Emerald Weapon EX has mechanics that—while not all that complicated—do hit with a little more damage than I'd expected to see... and the autoattacks the main tank takes can seemingly chomp off enough HP in places to almost qualify as mini-tankbusters, which ain't something to sneeze at.
    To add, my experiences in E12 normal has the raid wide, Maleficum, be close to Lethal if you have any vuln stacks and out right lethal if you have 2 (Granted I was playing BLM but still) I don't think any Raidwide outside E8S came close to killing anyone even with 1-2 vuln up stacks.

    Granted my skill at avoiding AoEs on the fly is still mediocre at best but I still think that Maleficum (and Absolute Zero in Savage) might be a response to the feedback about not healing enough.
    (0)