Results 1 to 10 of 144

Hybrid View

  1. #1
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    419
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Remolia View Post
    Not my problem. But if some one got ded, and I was able to do something to avoid this (as a healer) - now this is my problem.
    Here's an "idea" : make avoidable aoe vulnerability stacks erasable.
    You got bit of depth and monotony break ; you got less overall deaths for "new players".
    Right now, they just get ded (nothing you can do about it), so it's a net gain.

    But now the real problem :
    How much responsibility lies with the healer when a player die from too many stacks ?
    Did they eat the stack for the sake of uptime ? did they just get clipped because of lag ? are they just griefing the healers ?
    Too much pressure for "new players" and SE don't want that.
    The problem is there is no graduation from "new player" (I guess there is Ultimates, go try that)
    (0)

  2. #2
    Player
    Iyrnthota's Avatar
    Join Date
    Apr 2022
    Location
    Limsa
    Posts
    363
    Character
    Iyrnthota Sparrow
    World
    Spriggan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Calysto View Post
    Here's an "idea" : make avoidable aoe vulnerability stacks erasable.
    You got bit of depth and monotony break ; you got less overall deaths for "new players".
    Right now, they just get ded (nothing you can do about it), so it's a net gain.

    But now the real problem :
    How much responsibility lies with the healer when a player die from too many stacks ?
    Did they eat the stack for the sake of uptime ? did they just get clipped because of lag ? are they just griefing the healers ?
    Too much pressure for "new players" and SE don't want that.
    The problem is there is no graduation from "new player" (I guess there is Ultimates, go try that)
    Feel like that would just end up being a burden for healer, more than a boon.

    If you could cleanse Vuln stacks, people would just start eating mechanics deliberately to keep uptime, then bitch at the healers if they weren't cleansed.

    It's the reason Savage does Damage Down, not Vuln stacks, because otherwise people do exactly that. Just ignore mechanics for uptime.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Iyrnthota View Post
    If you could cleanse Vuln stacks, people would just start eating mechanics deliberately to keep uptime
    The sad thing is that would actually add agency and options to healers... if that GCD of DPS downtime mitigated (in going from a ranged instant filler to continuing average ppgcd) were actually worth the cost to healer damage. But because it's disproportionately your lower performing DPS who are also taking flame baths... that's just not quite the case.

    It's the reason Savage does Damage Down, not Vuln stacks, because otherwise people do exactly that. Just ignore mechanics for uptime.
    This on the other hand seems a non-issue to anything but the enjoyability of DPS gameplay.

    DPSing is more fun when you actually have to do what you can to mitigate the net costs of mechanics, including to your own damage, and having the best answer always be to not dodge would make DPS gameplay less interesting. On the other hand, having dodging always be the best answer actually makes party play the less interesting.

    A better balancing point than Damage Down, honestly, would just be to reduce healers' free (oGCD) healing and increase their damage per GCD. Then, if the difference between moving and full damage were actually enough to make up for that Glare lost, the healer gets more to cast.

    It's honestly the lower end content that needs to assume the utmost tunnel-vision from its players, not the higher end. And the more we assume that tunnel vision from the whole party, increasingly therefore barring any exchange of resource/outputs between roles (a tank able to further a turtle a hit for a situational net rDPS increase through its healer, a DPS having good reason to greed, etc.) the more tunnel-visioned each role's kits become, until we have three flavors of DPS but with additional, differently-colored buttons to be used upon mechanical cues.
    (0)