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  1. #91
    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
    Quote Originally Posted by HyperiusUltima View Post
    While I'll agree on what you said in the first paragraph, again I was focusing on interactions that could help break up the 11111 spam even just a bit - and one of the things I think the devs are hung up on is job complexity when it comes to how many buttons a job has. I remember when they were talking about disparity before during the days of Heavensward, and wanted to close the gap; that was more or less focused on the skill ceiling for jobs in general. Now, we're in the opposite situation - the skill ceilings are too low, and it doesn't create interesting gameplay, even in Ultimate. While there is more room to add buttons on WHM, they have to do so in a meaningful way. If we add all what you suggested back, we'd be rolling back into Stormblood stigmatization with SCH overtaking damage in regards to DoTs and thus locking out WHM/SGE together. Also, just to reiterate how you don't like doing 111111, what's the point when you're then doing 12121212 with Water/Banish to Stone/Glare? You're merely substituting the same 11111 for a 1212, which still isn't engaging.

    Also, once they give Healers the damage agency they need, high-end players are going to abuse it to push raids hard, thus then creating a development scenario where we would then be creating a stigmatizing environment where Healers are required to DPS to a certain extent; almost to the point you may as well roll back raids to Gordias, which I'd prefer not to given how many people struggled to even get past Living Liquid due to a near impossible DPS check.
    Healers have an overbloated Healing toolkit that really isn't needed in the overwhelming majority of cases and could easily be condensed for the most part. I'd already listed some skills that could be removed/merged/improved so that more offensive options could be added.

    As for the 1-2 combo of Stone/Glare -> Water/Banish simply replacing Glare Spam, the truth is, WHM has always been about spamming Stone. Aero 2+3 had an 18/24s Duration and you were spamming Stone while in between. The only thing ShB did was remove Aero 3 and standardize our DoT to 30s but that was enough to cause this problem because instead of only a span of 6-7 Stones between DoTs at most, we're now looking at 11-12 Glares instead with only 1 DoT to reapply instead of 2. Even the PoM adjustment could have had a mild impact as well because of the 150s duration and how it lined up with our DoTs was more dynamic than it is now. Aero 3 returning and Water/Banish being added at least allows for some break away from this, assuming Aero 3 remains 24 seconds while Dia remains 30.

    In terms of how this would impact Raiding, realistically, potency adjustments would solve that easily. Reduce Glare down to 280 with Banish having a combo potency of 340 and it becomes the same overall potency as 2 Glares.
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    Last edited by Silver-Strider; 03-08-2022 at 02:27 AM.

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