Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    You seem to have forgotten Regen effects (HoT) exist.

    Let's say a raidwide knocks the group to 10%. The next raidwide is 30 sec away. In this example the WHM might place Asylum and the Sage would Physis II, then 23 seconds later the WHM would have Assize naturally come off cooldown and heal the rest. The party is full before the next raidwide, no GCD heals were used, good planning and heal coordination.

    With your change Asylum is almost useless and only there to buff Cure III, which the WHM frantically spams to get the party back full to avoid losing raid buff uptime, and then the later Assize and any HoT goes into massive overheal. Not a well planned or coordinated play, but had to be done to keep the damage buff active. Doesn't sound engaging.

    I can see the thought behind the idea (and respect a good discussion), but our toolkits are not designed for always keeping parties topped off. Not only HoT's but look at abilities like Essential Dignity or Excog. Or the fact that if you GCD heal someone to full right away, then an oGCD heal comes off cooldown before they're in danger, it was a waste of a GCD. Topping the party immediately just isn't a good play in this game.
    (3)

  2. #2
    Player
    Haadrak's Avatar
    Join Date
    Jan 2022
    Posts
    20
    Character
    Punning Way
    World
    Sophia
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Liam_Harper View Post
    You seem to have forgotten Regen effects (HoT) exist.

    I can see the thought behind the idea (and respect a good discussion), but our toolkits are not designed for always keeping parties topped off. Not only HoT's but look at abilities like Essential Dignity or Excog. Or the fact that if you GCD heal someone to full right away, then an oGCD heal comes off cooldown before they're in danger, it was a waste of a GCD. Topping the party immediately just isn't a good play in this game.
    I certainly Acknowledge I may have overlooked HoTs however I would say is that I specifically came here because I knew that even if this suggestion was amazing (I'm not saying it is), it almost certainly wouldn't be fully formed and that I would have missed things. With that in mind I can think of a few changes to the suggestion that would allow HoTs to function and would also prevent healers from having to spam their abilities like crazy but still encourage higher HP states over lower ones. Firstly I would have a damage buff for players over a lower HP threshold, say 80% instead of 100%. Secondly however there would be a scaling damage buff based on peoples HP% however it would not scale linearly but rather logarithmicly. That way people at low HP would need immediate healing to help their damage but healing players over a certain HP% would yield increasingly diminishing returns to the point that it would almost certainly be better for the Healer to be DPSing. However this would also leave room for HoTs to tick steadily increasing the DPS of those players.
    (0)

  3. #3
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,206
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Haadrak View Post
    I certainly Acknowledge I may have overlooked HoTs however I would say is that I specifically came here because I knew that even if this suggestion was amazing (I'm not saying it is), it almost certainly wouldn't be fully formed and that I would have missed things. With that in mind I can think of a few changes to the suggestion that would allow HoTs to function and would also prevent healers from having to spam their abilities like crazy but still encourage higher HP states over lower ones. Firstly I would have a damage buff for players over a lower HP threshold, say 80% instead of 100%. Secondly however there would be a scaling damage buff based on peoples HP% however it would not scale linearly but rather logarithmicly. That way people at low HP would need immediate healing to help their damage but healing players over a certain HP% would yield increasingly diminishing returns to the point that it would almost certainly be better for the Healer to be DPSing. However this would also leave room for HoTs to tick steadily increasing the DPS of those players.
    Sounds needlessly complicated and is just a convoluted way that doesn't change anything different from what we have currently.

    For any solo MSQ instances or solo duties outside the MSQ, the reason why healing requirements are so low is because DPS is supposed to be able to clear them, but challenging enough because DPS doesn't have that many healing skills to fall back on if they mess up. At the same time, those instances are also made to have a decently high HP threshold so DPS can use their full toolkit. Healers would then be left to do nothing much, if anything as a result when they play well - thus largely ignoring majority of their healing toolkit. That suggestion doesn't do anything for this kind of gameplay, including HoH/ PoTD for solo instances when people want to grab the necromancer title for the job they want to play in.

    The most simplest solution is to just... give healers something to do outside of things that could be optional. Mitigation + healing are all optional because damage comes out in waves and isn't always required. No matter how you change the healing formula, it's still not possible to make healers spam GCD heals and then call it "good design" because of these other factors. That's why people just recommend to expand healer DPS toolkit.
    (4)