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  1. #1
    Player
    TheOperator3712's Avatar
    Join Date
    Apr 2019
    Posts
    120
    Character
    Aldous Axehand
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    At the time it was half the duration and required banked resources in order to get nearly the same results per GCD as Bloodwhetting does in AoE now.
    That's hyperbole and if you don't already know it, you should. Nascent in ShB could easily heal you to full off of Overpower or Mythril Tempest, provided you had at minimum somewhere around 6-10 enemies on you. Bloodwhetting is not really an increase in AoE, and compared to what you could do with Chaotic Cyclone+Nascent in ShB, it's actually weaker in AoE(on paper; in practice it's the same). This also wasn't even new in ShB as WAR was doing the same stuff in SB with IR and Steel Cyclone; and likely before that with Bloodbath.

    Where Bloodwhetting has actually increased WAR's self healing is in single target, not AoE. The increase in single target though, is greatly appreciated with the sudden(albeit expected) influx of new and inexperienced healers in dungeons.

    And lastly Nascent was a 6s duration in ShB and Bloodwhetting is 8s. That's not doubling the duration.
    (3)

  2. #2
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Each big pull should be a race against time, DPS should be as efficient as they can to kill the ennemies before they kill the tank, while and an healer do their best to keep the tank up while dishing damage themselves.
    Tldr: we need hardmode dungeons with some neat mechanics.
    (1)

  3. #3
    Player
    Aelin_Ashryver's Avatar
    Join Date
    Aug 2018
    Posts
    1,049
    Character
    Aelin Ashriver
    World
    Zodiark
    Main Class
    Monk Lv 98
    Being a healer atm feels pretty bad esp in a dungeon run with a warrior. You don't need to do a thing so you are stuck with 1111111. I agree with people saying the bosses etc should be doing more damage though rather than removing the nice self sustain feel from the tanks. But we all know SE will never make content difficult to heal or hit harder because of people unable to push ogcd's to heal properly. They rather spam eukrasian diagnosis till out of mana and forget lucid dream even exists till the tank dies.

    Seriously, the amount of people I have seen on reddit and twitter that are saying how much they struggle to heal is baffling. Literally the easiest thing to do when the tank (minus DRK) does 90% of the healing for you. 2 minutes reading of tool tips and you should be capable of healing a double pull. I healed as sch yday, the one healer I refused to play the past two years, with half my skills missing from my hotbar and the rest all over the place and still managed to heal double pulls fine. Bit depressing how low the average skill level seems to be for people.
    (1)

  4. #4
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    Imo it's a good direction for tanks to have more agency. Healers have traditionally held so much of the weight in a lot of the difficult content, it's good to put some of that power into the tank's themselves so they can worry about themselves. Now it's more obvious when tanks are good at using their mitigation and sustainability, something that most people haven't seemed to care about as the game has evolved over the years. If they're going to remove enmity management, stance dancing, and more complex rotation then they SHOULD make self-survivability, positioning, movement and DPS the point of skilled play.

    Healers still have massive aoe heals, they still have the best oh shit buttons, they can raise, they have the best LB for recovery (go figure). Great healers were already mapping out their off GCDs to spent the minimal amount of healing they could get away with, at the top end this doesn't change much other than giving healers more resources to spend on the party rather than the tank. For the beginners, it gives them actual room to improve and stand out.

    Dungeon play has always been a breeze anyway, it's not like nascent flash didn't already make me invincible during pulls. It was shorter duration yes, and you needed to dump resources to get the MAD HEALING but people forget the incoming damage was never high enough to justify the crazy healing regardless, so overpower and mythril tempest was often enough on its own to keep you going. Unless you count meme no healer expert roulette runs, in which case yeah you had to plan things out a bit better. Reworking Raw Intuition into the skill it is now fixes how mostly worthless it was before, and cements WAR's self-healing identity a LOT earlier than before.

    Really DRK is the odd man out here, and I think most of us can agree it needs some extra tuning. Whether they went to push it in the direction of self-healing or double down on the "preventing the damage before it happens in the first place" style it is now, they should be given more agency and power budget. Not less.
    (14)
    Last edited by Praesul; 12-25-2021 at 08:00 PM.

  5. #5
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Then the dps part of the healer's kit should get expanded upon so that agency "transfer" leaves them with something satisfying to do.
    That or DPS have to start taking damage because of mechanics that are unavoidable.
    (6)

  6. #6
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,259
    Character
    Crimson Bloodrose
    World
    Phantom
    Main Class
    Summoner Lv 100
    I'm fine with tanks getting new self sustaining tools, but you can't do that and leave healers with 2 button DPS rotations u,u.
    (7)

  7. #7
    Player
    J-Reyno's Avatar
    Join Date
    Jun 2017
    Posts
    130
    Character
    Rayner Blackwolfe
    World
    Mateus
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kalaam View Post
    Then the dps part of the healer's kit should get expanded upon so that agency "transfer" leaves them with something satisfying to do.
    Agree with this completely, and that's what healers should be asking for instead of tank nerfs.
    (3)

  8. #8
    Player
    Shalan's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    158
    Character
    Eilonwy Ilyr
    World
    Ultros
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by J-Reyno View Post
    Agree with this completely, and that's what healers should be asking for instead of tank nerfs.
    If you've been paying attention to healer discussions you'll know that we've been asking for that for years only to be repeatedly told that's not happening. People aren't asking for tank healing nerfs because they don't want a more robust DPS kit, they're asking for it because they know we won't get a more robust DPS kit.

    I'd personally love a return to more support abilities for healers and a more rounded out DPS kit. Hell, I'd celebrate the return of the old Cleric Stance dance at this point, but we've been down this road repeatedly over the last few years of complaining and been stonewalled or outright rejected every time. At some point, we had to face the music that we're not getting a more complex DPS kit back like we used to have.
    (8)
    Last edited by Shalan; 12-26-2021 at 04:30 AM.

  9. #9
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    815
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by J-Reyno View Post
    Agree with this completely, and that's what healers should be asking for instead of tank nerfs.
    I can understand asking for more healing too instead, but I don't think people are being realistic when they demand it needs to all go away (and not just nerfing individual broken skills). Removing tank sustain won't fix anything unless you practically take it all off, which doesn't seem likely. To really make healing interesting you'd have to do more than rebalance the jobs themselves too and rework every instance. At best a couple of fights are going to get tiny changes to their scripting, but that's all it's going to be. It's frankly incredibly unlikely even when they make a whole new batch of encounters next expansion. I just don't see the entire paradigm changing like that mid-game or them going back to rescript the old content to make it match.

    And getting hostile over the notion DRK should be brought up to at least something resembling the other tanks is just some weird cycle of abuse thing. Being bored 80% percent of the time but once in a while a DRK shows up isn't the right way to "keep" your role interesting.
    (2)
    Last edited by ThorneDynasty; 12-26-2021 at 08:59 AM.

  10. #10
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by ThorneDynasty View Post
    Removing tank sustain won't fix anything unless you practically take it all off, which doesn't seem likely. To really make healing interesting you'd have to do more than rebalance the jobs themselves too and rework every instance.
    Big self-sustain on tanks just needs a con, not advanced as the things we got.

    - Something comparable to clemency aka ressource and damage-loss. You don´t want to use it, but you can if e.g. your healer needs to rezz.
    - Or something comparable to Living Dead. Just made as emergency button, of course not always "you gonna die", but maybe 15s 30% less damage output while under its effect?!
    - High cooldowns like the invuls have.

    Otherwise they could reduce the amount of overall defs and give us a decent rotation with buffs back. Just give every tank 2 unique defs on top to work with.

    Nothing is wrong with self-sustain as emergency-tools or with drawbacks if you can use them multiple times. But being like "6-8 defs + 123 heal = gg" is clearly wrong.
    (2)

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