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  1. #1
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by ty_taurus View Post
    One aspect about the ongoing healer debates is the need to keep the role easy and forgiving for casual and new players. In many ways, this need for easy-of-use has stifled the healers, but I believe there are ways that we can make healing more forgiving without needing to stifle their gameplay. In theory, creating more forgiveness elsewhere could help us push further back into healers having gameplay loops, essentially.

    One thing unique to healers is that there's more pressure on them to understand mechanics and not die to them, as typically a healer dying can mean the party will eventually succumb to damage and fail. Recent tank changes have counteracted that by allowing the party to clear the fight without their healer more reliably, but I feel that's kind of an awful way to address that issue.

    "If you fail, don't worry. The rest of the team will do the work for you and you can sit there and not play the game."

    So I propose the following changes to Phoenix Downs:

    1. Allow Phoenix Downs to be usable in combat with a cooldown of 180 seconds.
    2. Allow players to carry multiple Phoenix Downs.
    3. Award players Phoenix Downs for completing roulettes to ensure players always have at least a few off hand.
    4. Add a new restriction to high-end duties that makes Phoenix Downs unusable and add this as a DF option alongside things like minimum ilvl and silence echo.

    This change would relieve a lot of that pressure on healers, which in tern could hopefully placate some of this desire to handle healer players like infants from the game devs.
    I actually like this a lot but I would make phoenix downs restricted to 1 per party member but refilled for each boss battle. In a four group party where only the healer dies constantly, that's 3 possible rezzes. Anymore than that now feels like a crutch, especially since 4 group content have always been designed to be cleared with relative ease.

    In 8man normal content, same deal but no refills after a wipe

    And lastly, 24man should be exempt. Even if all alliances have no smn/rdm, that's still six healers who can keep an eye on each other should one fall.
    (2)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  2. #2
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Quote Originally Posted by SenorPatty View Post
    I actually like this a lot but I would make phoenix downs restricted to 1 per party member but refilled for each boss battle. In a four group party where only the healer dies constantly, that's 3 possible rezzes. Anymore than that now feels like a crutch, especially since 4 group content have always been designed to be cleared with relative ease.

    In 8man normal content, same deal but no refills after a wipe

    And lastly, 24man should be exempt. Even if all alliances have no smn/rdm, that's still six healers who can keep an eye on each other should one fall.
    I think this would be my take for the most part as well. Maybe put them on a 5 minute timer or so, that way they should be up around each boss.

    In a raid situation, an attempt could take 5 minutes, but even if it's not up yet, no biggie. Try not to die.

    I don't like the idea of carrying several at a time and being able to spam them.
    (0)