Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 25

Hybrid View

  1. #1
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70

    What proportion of casts should be heals?

    I think there are a lot of healers not happy with how many times they cast glare/broil/malefic in a fight, but I see some disagreement about whether this problem should be fixed by padding out the dps kit or by increasing the healing requirement. Personally, I’d like to see both, but I would be curious to know what proportion of casts you think should be heals in any given fight. How many on a first attempt when everyone is undergeared? How many when you’ve got something on farm? Getting an idea of how much people actually want to be healing could give us a better idea of what the proportion of healing to dps skills should be.
    (3)

  2. #2
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    There's a huge sliding scale there, for a number of reasons. The skill difference between the ceiling and floor is not small, and Square seems to believe the skill floor that the game should support should stay quite low in most content. A highly skilled healer might spend a dungeon without casting a single GCD heal. An unskilled one might cast 50 or more. For just that one reason, we already have a clear variation between the amount of time spent healing between players. When the content and kits "need" to support taking dozens and dozens of casts in easier content, as a side-effect they end up supporting 80+% damage uptime for someone who doesn't need to do that.

    I'd be okay with 40ish% of my casts being heals in hard content once I've mastered it, but I'd also like the healing kits to be interesting for that. I think the skill gap makes conversations about how much healing uptime is "enough" hard to reach a definitive answer. Making the healing and damage kits interactive and interesting to play on their own would make the wiggle room in that uptime percentage much more bearable, no matter where it lands. I wouldn't have fun spending 80% of my time healing if I'm just casting Cure Cure Cure Cure Cure Cure like I would Glare Glare Glare Glare Glare Glare Glare.
    (9)

  3. #3
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    803
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    I don't care if Im spamming healing or spamming dps as long as I have fun doing it. I want decision making to be invovled and be rewarded for skill. Dps is not a decision currently. You deal damage or do nothing for long periods of time. In some dungeons healing isnt an option either. The tanks health plummets the entire run and while that is far more fun to me it still doesn't give me a lot of fun decisions to make. Just more than dps does.
    (5)

  4. #4
    Player
    Acece's Avatar
    Join Date
    Jul 2019
    Posts
    241
    Character
    Acece Ace
    World
    Diabolos
    Main Class
    Samurai Lv 90
    I'm squarely in the green dps camp, but I still think we need to cast way more hard cast heals. I would say in a perfect world a 40%-30% of total actions (both gcd and ogcd) would be healing actions.
    The problem is there's only a couple fun healing spells (especially Gcd heals are extremely boring), I think star, excog(recitation), and lilly heals are the only healing spells that feel fun to me. The rest of the actions are just disconnected heals that I blurt out when damage comes out. With how many healing spells we have, having so few of them actually be interesting is kind of funny.
    (2)
    Last edited by Acece; 08-15-2021 at 12:49 PM.

  5. #5
    Player
    Aarchie's Avatar
    Join Date
    Feb 2020
    Location
    Old Sharlayan
    Posts
    37
    Character
    Archie Heios
    World
    Sagittarius
    Main Class
    Sage Lv 90
    it would all depend on how interesting our kit is
    as they said "cure cure cure cure cure" vs "glare glare glare glare" are both boring.
    I would like a healing rotation (including buffs, debuffs) and etc, in an ideal scenario. Around 60% healing/doing support stuff (the game engine and fights would not support this at the current state tho). But again, our kit almost insta heal the entire party HP. I wouldn't mind keeping the DPS in higher proportion, but it needs to be fun and engaging.
    (1)

  6. #6
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    You can't put a number on hardcast heals because the number varies wildly between groups. A minimum ilv group progging a new fight with some players still somewhat inexperienced is worlds apart from an experienced, geared group where mitigation is perfectly planned and both healers have a well coordinated heal map. This is true more in FF14 than other MMO's, especially when we're limited to a strict 2 healers per 8 players while a game like WoW has larger groups and can reduce the healers they bring as they gear and learn a fight.

    This is why, despite the fact that I'd like more to heal, I'm still in the "make dps engaging" camp. Dps just works as filler in ff14, but you naturally get too much downtime the better your group is, so make that downtime engaging and fun. Trying to make us use a set percentage of hardcast heals per fight is an exercise in futility.
    (7)

  7. #7
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Liam_Harper View Post
    Trying to make us use a set percentage of hardcast heals per fight is an exercise in futility.
    I completely agree, but that doesn’t mean that there’s no point in taking how much healing people would like to be doing into account.
    (3)

  8. #8
    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 Recon1o6 View Post
    ideally you want it to be roughly 50/50

    that is, min ilvl and new folks, you heal about 60% of your buttons and dps 40% as you get more experienced, ilvl boosts, mechanics learnt etc, it would graduate more to 40:60
    I feel a 50:50 for min ilvl and new players would graduate to more like a 5:95 with a fully experienced and geared group.

    Quote Originally Posted by Hatstand View Post
    I completely agree, but that doesn’t mean that there’s no point in taking how much healing people would like to be doing into account.
    That's fair.

    Personally for me it's not a question of pressing more GCD's under the current system. Adding extra AspHelios or Medica II wouldn't make healing more exciting for me. I like oGCD healing in that you can weave it and it rewards good mapping and planning. If you blow them all at once you overheal and then have none left when you need them later. They also make great clutch saves, which impacts a run more than many realize.

    Ideally we'd use more heal GCD's but those GCD's should be more interesting. At the same time dps would have more variety and be more engaging too. It's important that we aren't pressing any one button too often, and also that it feels rewarding to play well and being really good at your class gives you more value than the average player ...otherwise what's the point in learning your class well.
    (4)

  9. #9
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    If you're just healing up unavoidable damage because people are doing well, then not a very high percentage. If you're fixing people's mistakes a lot then that percentage is going to go up. It's literally impossible to know in advance unless you have a group you always run with that you have intimate experience with how they play.

    As a healer your job is largely reactive.

    And in the case of scholar, current nocturnal ast, and future sage, it's a bit proactive as well, but that boils down to knowing when the tank buster and the unavoidable aoes are coming.
    (0)

  10. #10
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    ideally you want it to be roughly 50/50

    that is, min ilvl and new folks, you heal about 60% of your buttons and dps 40% as you get more experienced, ilvl boosts, mechanics learnt etc, it would graduate more to 40:60

    whats important is that it is fun and you have a variable and significant enough portion of your kit be not healing, ie dps, support, buffing etc
    (0)

Page 1 of 3 1 2 3 LastLast