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  1. #1
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    @OP: agreed on all but the first point, since if healers are made busier--class resource management (lookin at you fairy guage, who as of the 6.0 sizzle reel has only a single skill using it in all of SCHs kit), meaningful party buffs or enemy debuffs, higher incoming damage/healing requirements--the lack of offensive options would theoretically be fine remaining vestigial, since it'd be the lowest on the list of priorities, and hopefully those more important ones wuld take up the large majority of time.
    (2)

  2. #2
    Player
    BooPoo's Avatar
    Join Date
    Sep 2021
    Posts
    45
    Character
    Love Train
    World
    Famfrit
    Main Class
    Bard Lv 43
    Quote Originally Posted by SpiralMask View Post
    @OP: agreed on all but the first point, since if healers are made busier--class resource management (lookin at you fairy guage, who as of the 6.0 sizzle reel has only a single skill using it in all of SCHs kit), meaningful party buffs or enemy debuffs, higher incoming damage/healing requirements--the lack of offensive options would theoretically be fine remaining vestigial, since it'd be the lowest on the list of priorities, and hopefully those more important ones wuld take up the large majority of time.
    What you said is true but I do not agree that it's a good direction. I think healers existing ONLY for filling HP bars and buffing teammates in instances is terrible design for an MMORPG. Giving healers more varied and rewarding offensive options makes it feel way better to optimize healing. The "reward" for being a good healer should be helping the team deal more damage (either through more pdps or buff/debuffs) and not just keeping the team alive like a slave. This is also where heterogeneity can help. We can have selfish healers like Sage and buff healers like AST.

    Also, give it a thought about open world. This is an MMO with a beautiful world to discover, I doubt a lot of the players want to be useless on their own spamming 111111 for a fraction of other players' damage.
    (0)

  3. #3
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by BooPoo View Post
    What you said is true but I do not agree that it's a good direction. I think healers existing ONLY for filling HP bars and buffing teammates in instances is terrible design for an MMORPG. Giving healers more varied and rewarding offensive options makes it feel way better to optimize healing. The "reward" for being a good healer should be helping the team deal more damage (either through more pdps or buff/debuffs) and not just keeping the team alive like a slave. This is also where heterogeneity can help. We can have selfish healers like Sage and buff healers like AST.

    Also, give it a thought about open world. This is an MMO with a beautiful world to discover, I doubt a lot of the players want to be useless on their own spamming 111111 for a fraction of other players' damage.
    increased healing requirements was only one of the angles they could decrease downtime (and therefore need for dps variance) with, but i get what you mean. it's certainly not very fun or interesting when doing anyhting solo as a healer with a gimped dps kit yeah (scholar used to be fun because of just that reason, even)
    (2)