Results 1 to 10 of 105

Hybrid View

  1. #1
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    It's mostly just to keep the same general 1 healer per 4 players. Having at least 2 rezzers is a good point, but you have the other 2 alliances that could raise your healer if they die. 1 healer per 4 characters is a decent idea, but it ignores the exponential strength increase of AE healing spells. That's ultimately the reason why it doesn't "feel right."

    2 healers can heal EVERYONE twice as much as 1 healer. It's one thing if you have 2 healers single healing 2 different people, that fits in with the 1 healer per 4 players ratio. But given the fact that 2 healers can heal everyone at once for twice as much as 1 healer could, that's why it ends up being so easy in Alliance raids (Normal Raids definitely seem to be "more" balanced for that).

    I honestly think that it'd be more interesting if healers had a debuff to AE heals in alliance raids to make up for that. I'm sure that'll never happen though.
    (0)

  2. #2
    Player
    EorzeaWanderer's Avatar
    Join Date
    Dec 2020
    Posts
    145
    Character
    Ellen Sjasaris
    World
    Malboro
    Main Class
    Bard Lv 100
    Sorry for veering somewhat off-topic, but it has always bugged me how the game uses inconsistent terminology for these groups, namely the phrases "Alliance A", "Alliance B", and "Alliance C".

    That doesn't make any sense. You don't have three "Alliances", you are a single "Alliance" of three "Parties" who banded together for this duty (which should be labeled "Party A", "Party B", and "Party C").

    My apologies, rant complete, resume healer discussion.
    (6)

  3. #3
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by EorzeaWanderer View Post
    Sorry for veering somewhat off-topic, but it has always bugged me how the game uses inconsistent terminology for these groups, namely the phrases "Alliance A", "Alliance B", and "Alliance C".

    That doesn't make any sense. You don't have three "Alliances", you are a single "Alliance" of three "Parties" who banded together for this duty (which should be labeled "Party A", "Party B", and "Party C").

    My apologies, rant complete, resume healer discussion.
    I mean, post it in the localization section and a dev there might actually go "Hmm that's a good point", lol
    (3)

  4. #4
    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 LeonKeyh View Post

    2 healers can heal EVERYONE twice as much as 1 healer.
    No they absolutely can't. You can only heal up to full health, which a single healer can do easily do in alliance raids. 2 healers is just a ridiculous amount of wasted HPS as you are constantly sitting on all your cooldowns.
    (7)

  5. #5
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    No they absolutely can't. You can only heal up to full health, which a single healer can do easily do in alliance raids. 2 healers is just a ridiculous amount of wasted HPS as you are constantly sitting on all your cooldowns.
    I think what they mean by that is that having 2 healers double the amount of AOE healing at their disposal - rather than have 1 healer designated to 4 players, AoE Healing heals the entire party. This means you can have 1 healer covering for 8 players rather than 1 for 4 as in dungeons. The second healer also covers the 8 players using AoE healing instead of covering 4 players.

    So instead of the split being:
    1 healer per 4 players = 1x4 -> healing output for 4
    2 healers with 8 players = 2x4 -> healing output for 8

    Which would make "healing output distribution normalized" to a certain extent..

    You have the current resulting healing output of:
    1 healer per 8 players. 1x8 -> healing output for 8
    2 healers per 8 players. 2x8 -> healing output for 16


    Effectively it "doubles" the amount of healing at their disposal by increasing the exponential growth of the healer's healing output. 2 players can outputting healing enough for 16 as opposed to 2 players outputting enough healing for 8 players.
    (2)
    Last edited by AnotherPerson; 06-12-2022 at 09:32 AM.