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  1. #1
    Player VictoriaLuv's Avatar
    Join Date
    Sep 2021
    Posts
    189
    Character
    Seraphine Rosa
    World
    Spriggan
    Main Class
    Arcanist Lv 90

    New Deadly boss mechanic so healers can heal more

    This is added to every boss and fight to the game. everyone slowly take damage duration of the fight. damage will increase over time. longer the fight more damage everyone will take. if fights take too long whole party or raid will take big chunks of damage.

    this will force dps and heal checks. prevent laziness
    good dps may get more coms then just healer/dps
    it isn't immediately punishing for healers. but can be if fight takes too long
    raising people require heal property
    cutting downtime by 50%

    next trash monsters hit harder or have abilities that tanks should watch for preventing them from pulling 4 packs at a time. more abilities like final sting and self destruct that can 100%-1 hp a tank if they deside pull more 3 of same type more unavoidable aoes that are dealt by trash. force healer more to heal. then dps large monsters will do extremes amounts of damage have double attack mechanics attached to them high chance to crit

    these changes healers heal alot more dps lot less

    Large Trash Monsters - have 2-3 deadly abilities 1 of these abilities is a tank buster
    Smaller ones - have 1 abilitiy can do decent amount of damage some of these abilties if tank pulls more 3 of same type instant kill the tank
    while entering 4 man dungeons. raids or 24 man runs. you continuelessly tank damage from start to finish. that continue to scale depending on how long you been dungeon. raid. 24 man raids and fates
    auto-attacks made by all monsters/bosses deal 40% more damage have higher chance to crit

    additional mechanic will be added to all these every 10 second while doing dungeon. duty finder. fate, raid, leve trail. 8man content.24 man content. every 15 seconds in a fight a status effect will effect 1 member of your party. everyone of these can be removed by esuna. dont have worry this one go on your healer but it go on other people team with you want to remove it right away or may cause a wipe what status effect any 1 status effect that is attached to bad breathe.

    healing will now be judged by how many health they have healed how many bad status effects they have removed during a fight instead of how many glares i tossed at the boss however glaring will still happen but not nearly as much. cause these mechanics will down right prevent it. if dungeon takes too long have no room too dps cause amount of damage you are taking every 3 seconds as a team
    (0)
    Last edited by VictoriaLuv; 10-25-2021 at 07:03 PM.

  2. #2
    Player
    Novak_04's Avatar
    Join Date
    Jun 2017
    Posts
    222
    Character
    Zugz Zwang
    World
    Behemoth
    Main Class
    Astrologian Lv 90
    I was going to say something in retort, but I remembered that this topic has been beaten to death in your other threads, and it doesn't matter how many times we educate you, you can't see past the four-man dungeons and MSQ trials.
    (16)
    Last edited by Novak_04; 10-25-2021 at 07:59 PM.

  3. #3
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    I got a question for you, Vickie:

    How many people have you let die to Mist Dragon?

    Orobornne Doom?

    Absolute Living Dead?

    Is it everyone?

    I bet it was everyone.
    (9)

  4. #4
    Player VictoriaLuv's Avatar
    Join Date
    Sep 2021
    Posts
    189
    Character
    Seraphine Rosa
    World
    Spriggan
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by inhaledcorn View Post
    I got a question for you, Vickie:

    How many people have you let die to Mist Dragon?

    Orobornne Doom?

    Absolute Living Dead?

    Is it everyone?

    I bet it was everyone.
    no one im actually that good. and normally team with people who can pull it off.
    (1)

  5. #5
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Kill it faster so you have to heal less. Still enforces DPS on healers, just slightly less so in longer fights.

    Doesn't change much other than that bad healers will go OOM quicker than good healers and when the whole party dies, party blames the healer for being crap, putting even more stress on the new healers and put them off of the role.

    Another terrible suggestion by OP.
    (7)
    Last edited by Silver-Strider; 10-26-2021 at 04:14 PM.

  6. #6
    Player
    Jaelommiss's Avatar
    Join Date
    Jul 2018
    Location
    Gridania
    Posts
    154
    Character
    Qina Jumaloth
    World
    Excalibur
    Main Class
    Astrologian Lv 90
    Soft enrages might be okay in casual content, though would be obviated fast by gear inflation. After a raid's/dungeon's release patch it might as well not exist. Stacking dots as a soft enrage would render most savage and ultimate fights unclearable. Heavy healing checks are very common at the end of ShB's savage fights (see E2S Quietus, E3S The Calm, E4S Tumult + Earthen Fury, E7S tornado, E8S WL2, E11S Cycles, E12S Terminal) and would be insurmountable if 8-13 minutes worth of stacking bleeds are added on top of it. If this stacking dot is supposed to function as a soft enrage then how are players supposed to complete 18 minute long Ultimates? I don't necessarily object to adding soft enrages to normal content, but applying it uniformly to everything would disrupt more tightly tuned fights.

    I have no issues with making trash in dungeons more interesting and including enrages on them. Qarn shows that placing an enrage on trash isn't a problem. Higher autoattack damage would be fine, but I'd object to mechanics that specifically punish pulling larger groups. Auto killing the tank for pulling too many mobs is poor design that arbitrarily punishes players for trying to be better. Instead I'd rather all barriers in dungeons be removed to allow tanks and healers to determine for themselves what is manageable. Stone Vigil is one of the most exciting dungeons in the game to tank and heal because it can be done in six pulls (including bosses) if the group is skilled enough, though I'll admit the fun comes from watching HP bars ping pong and desperately hoping the tightly limited CDs will be back up in time. The healing GCDs themselves are no less spammy than healers' offensive kits.

    Throwing a random debuff on players periodically would add nothing to the game. Literally nothing. It's a sloppy attempt at implementing a GCD tax that would be largely ignored. Most debuffs aren't worth cleansing in the first place. It would also wreak havoc with every scripted fight in the game. Missing a GCD in savage or ultimate because you randomly got paralysis and it procced immediately is incredibly unfun for all three roles. Not being able to run out of an aoe because you got Heavy a second before you need to move is even worse. It's RNG arbitrarily deciding that this player in particular needs to die.

    Increasing GCD healing loads means nothing when healing complexity boils down to 1) use oGCDs, 2) apply Medica II/Aspected Helios/Succor, 3) spam Medica/Helios/ET Succor if people will still die to unavoidable damage. Maybe it'd be different if we had interactions between healing spells like in other games, but without that any attempt to increase healing loads would just be a different type of one button spam. Until healers have significant depth added to their toolkit it's impossible to make healing an engaging and rewarding experience.
    (2)

  7. #7
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    I've been a healer for long enough to know that relying on SE to adjust fight mechanics to increase how much you have to heal is a waste of time. They've spent the last several expansion removing the very same mechanics, as well as bloating the oGCD heal toolkits, leading to the situation we have now.
    (5)

  8. #8
    Player
    Doru_Nintendan's Avatar
    Join Date
    May 2019
    Posts
    102
    Character
    Doru Nintendan
    World
    Zalera
    Main Class
    Samurai Lv 81
    Only point here I think you actually are right on is that trash mobs should be doing more than they do now. But adding a mandatory dot on everything just to satisfy your desire for more healing uptime might actually make players less likely to choose Healer in content.
    (3)

  9. #9
    Player
    Kraniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    208
    Character
    Tessa Logrim
    World
    Tonberry
    Main Class
    Astrologian Lv 80
    Sorry to be blunt, but that's absolutely not the kind of false challenge and lazy game design that veteran healers are hoping for.
    (5)
    Last edited by Kraniel; 10-26-2021 at 02:00 PM.

  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
    Quote Originally Posted by inhaledcorn View Post
    I got a question for you, Vickie:

    How many people have you let die to Mist Dragon?

    Orobornne Doom?

    Absolute Living Dead?

    Is it everyone?

    I bet it was everyone.
    You can tell a lot about a healer by their cleanse awareness, and the fact that I always have echo drops and spine drops on hand speaks volumes about my experiences with the game's general healers.
    (1)