Yes, that would really work, wouldn't it. can you imagine how much fun playing a healer would be based on your model? Neither can I.On OCE i noticed something recently, Most teams are now made up of tanks with a huge portion being Dark Knights.
Every time i see someone sitting on 1 HP, not dyeing, and ignoring stuns or other control ability's making a casual escape, maybe taking out an enemy or two while doing so is just annoying.
Getting caught by one and pulled into the enemy group, popping esuna and trying to run only to be pulled back in by 10 others at the same time leaving you feeling like a ping pong ball is just dumb.
They are oversaturating Frontlines, groups of them always seem to be able to focus a single person and curbstomp them effortlessly, a single DRK has no issue surviving an ENTIRE alliance of players taking out a number and escape like its nothing.
Hell as a DNC, their pull has longer range than my attacks, and im a freaking Range DPS! En Avant wont even help me 9 out of 10 times! A move that feels pointless to begin with since a single stun or slow means my job is a free kill.
Some jobs are just way to OP and need rebalancing, Not this FOTM crap where one job is set to OP while everyone else is free game.
Here SE, i will help you.
Tank: High Survival, Low DPS, Low Healing.
Healer: Low Survival, Low DPS, High Healing.
DPS: Low Survival, High DPS, Low healing.
See? That wasn't so difficult now was it? Stop giving single jobs all 3 while giving others None!!
What, a healer that concentrates more on supporting the team and healing than dealing damage, who survives by applying DR and shields? Like a healer should be doing? How terrible.
Here, let me quote this again since you seem to have missed this at the first go-round " Healer: Low Survival, Low DPS, High Healing."
Let's play out how this works if the healer happens to get into a 1v1 - which I will admit beforehand is not a situation that we want to get into- but while rejoin the party, it's easy enough to find ourselves in that situation. Low survival and high healing- so , ideally, we don't die, but we're basically in a mode where we need to kite, heal and hope that we get help because with low DPS we won't kill anyone. I would even question the "low" survival. Why? because we're casters? Well there's one hell of an incentive to roll a healer lmao.
Interestingly enough, there are MMOs in which support and healing classes/jobs have skill trees or specs that allow them to run heal spec/hybrid/DPS spec in PVP. I've played those games, sometimes heal spec was better, sometimes DPS spec, depending upon the circumstances, however it was considered normal to have options for those classes and it was a welcome change to have distinct identities for each healer in PVP.
It should make you happy that in the present mode, there are healers who can supply DR as well as shields, as well as doing damage, while having a good time. Imagine, healers actually enjoying themselves just like any other job expects to do, that should make for better PVP.
Last edited by IDontPetLalas; 01-04-2023 at 04:37 AM.
You should probably try playing classes before trying to talk about them.
If you don't notice when your character is being pulled in by an effect, you're probably a terror in Party Finder groups.If you see them coming, sure. If they get their vacuum off, it's a less than 50% chance you're get Guard up in time.
A lot of the time I get wrecked through the Guard, so it feels like Guard isn't as viable as people make it to be, either due to Guard ignoring abilities, or the raw damage that comes after the DRK.
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Frontlines seems to be defined by the DRK tactic, at least on OCE, and I don't see that as exactly healthy PVP balance that there is such a dominant tactic.
Sorry, but where did I say I wasn't reacting to being pulled in? Just that once you're in that effect, your chances of getting Guard up diminish, and you chances go up if you spot the charge/dash.
It's blind habit now to hit Guard when I see the effect, but you'd just prefer to assume the negative and insult me.
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