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  1. #1
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,748
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    ^this is why I don’t actually dislike the way SCH has 4 phases and they all interrupt each other, you should be punished for using your healing options at the wrong time, heals should have a purpose and if you use them at the wrong time there should be consequences
    (4)

  2. #2
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    765
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Supersnow845 View Post
    you should be punished for using your healing options at the wrong time
    Like in most cases in this game, the only consequence is losing dps. That is the only measurement we get as a healer. And i would say its a fine enough measurement, since in most cases you already are the cover up for your team. The more they make mistakes, the more you need to waste GCDs to heal. DPS is a fair loss since your key measurement is keeping teammates alive. And especialy at normal difficulty content, dps for a healer isnt relevant at all (you can easily beat content without a single dps attack).

    On higher content, your healer dps will start to matter, as that is an indication of efficiency. Even if as healer you have lesser influence, teams are still aware of this, so they know that if you push a healer too much, it will still reduce dps. At this point it becomes part of the teamwork. But usualy at these difficulties, damage values are high enough to demand healers to actively heal, and cooldowns will be burned. A single mistake here will often cause a healer to use a GCD. Its fine design idea on that part. Except plenty of fights dont even demand the healing to happen. The little healing of others jobs in most cases can cover enough already (which if ogcd is prefered over the healer gcd).

    As this game is fully dps driven, thats why GCD heals are considered bad, in most cases these arent needed, so using one means losing dps. dps dps dps, thats all the game cares about. If the game would dish out damage values that force healers into using the GCD's, that wouldnt be an issue at all, as then instead of the dps focus, it truly becomes a game of keeping people alive (and their mistakes then will result in deaths faster rather than having a vuln stack that usualy expires without problems). It would make those abilities usefull, and add towards the healer experience. We are called healers, force us into healing!

    But more damage has 1 side effect: if the healer dies and you dont have revives, the healer is going to be blamed for the wipe, where in plenty of cases if the tank dies, while it might cause the team to take heavy hits, a delayed revive can still save a lot. A safeguard a healer only has when a dps also can revive. Thats another issue they would then need to resolve.
    (1)