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  1. #1
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    I think some OHKO mechanics are fine if used sparringly but I'm not a fan of them in general either.
    They are binary, they leave no options, no room for reaction, nothing. If you're supposed to spread but two markers stack, them getting blown up is fine for me. Same as aiming a knockback you can't immune poorly and getting punted into something lethal or mistiming your immunity and sail over the edge.

    But healers desperately need some form of skill expression and following a cooking recipe of "counter raidwide with skill x every 2min" because the rest can't be healed isn't it. I want something that rewards fast reaction and good thinking not being treated like I'm incapable of fulfilling my role outside of perfectly scripted, SE-approved unavoidable damage that occurs every 1min/ 2min to make it even easier for me to handle.
    Thinking of everything that can make someone else do something differently than they planned to as "punishing, should be eliminated" seriously hurts encounter and class design. Vuln stacks limit the amount of mechanics you can eat, be it by accident or calculation for uptime/ mechanic cheese, but they also give the party more freedom on how to solve mechanics and healers an opportunity to show their skill. Any form of dots are also a good option. Or even a heavy and it's up to the healer to rescue the person into the safe zone for the next mechanic if they don't have some form of teleport/ dash.
    Healers are already wrapped in enough cotton wool as it is, no need to remove even more things that may give them something to do.

    I often encourage a party in Sigma to just ignore the adds, I'll heal through the stacks or a BLM to just stay in their Ley Lines instead of cancelling a Flare for a noodle aoe. I can heal through it easily and without loss, give me the option to do that. But the moment you add damage downs, especially in endgame content, or OHKOs you take that option away and instead leave me to only heal perfectly predictable, scripted and limited unavoidable damage or Swift Raise.
    (6)

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Rilifane View Post
    I often encourage a party in Sigma to just ignore the adds, I'll heal through the stacks or a BLM to just stay in their Ley Lines instead of cancelling a Flare for a noodle aoe. I can heal through it easily and without loss, give me the option to do that. But the moment you add damage downs, especially in endgame content, or OHKOs you take that option away and instead leave me to only heal perfectly predictable, scripted and limited unavoidable damage or Swift Raise.
    Same. "Self Destruct" hits like a wet noodle and I routinely advise just ignoring them.
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]