Quote Originally Posted by Connor View Post
Idk it just seems like every healer thread invariable devolves into a mud slinging contest. ‘You’re a SYLPHIE who HATES DPS and doesn’t do [insert specific high-level content]’, ‘You’re a GREEN DPS who wants nothing more than to stomp new healers into bloody pulps and make their lives hell’. And I’ll be the first to admit I’m guilty of it too. There’s too much scapegoating (‘strawmanning’? To use everyone’s favourite forum buzzword lol).
Sylphies are not ruining the game by wanting to heal more. Green dps are not ruining the game by wanting to dps more.

Addendum: there should be a rule against posting this much at one time. GM’s have mercy on me lol I didn’t realise how bad it was until the damage was already done lol
There is a balance to be struck, I think, and I do agree, having more healing required would feel more thematic to the role. But we've been given so many 'more healing' solutions (without enough of the 'problem' to require so many solutions) that the balance is already pre-skewed, and the 'more damage buttons' suggestion could be seen as trying to rebalance things, not shift it all the way to the opposite side. If we look at SB, once they had gotten rid of the clunky stuff like old Cleric Stance, we had some damage buttons, some healing buttons. We didn't have an obscene flood of different OGCDs to use. If we go back to HW, we had even less OGCD healing. AST, IIRC, had literally zero AOE OGCD healing options. It's not just a case of 'healing requirements haven't really increased', but also 'healing capability of players has absolutely skyrocketed over time'. I'd like to think that the 'ideal solution' would be like, more damage buttons, more healing required, but having the two halves of the kit (damage and healing) fit together more smoothly than what we have now. Lilies are a good example of what I'd like things to be like, you have to heal at some point, then later on you cash in a big refund of all the damage you lost in a satisfying blast that hits for like 80k. So I think like, why not the opposite, where you dealing damage gives you access to a big heal tool, and then that big heal also has a way to make itself damage neutral, so you flow between damage/healing/damage etc more seamlessly than the sudden 'handbrake applied' feeling of dropping everything to hardcast a Medica 2.

Also, you can put text in the tags [H*B] and [/H*B] (without the *s) and it'll make a 'click to show' box like if you want to hide a spoiler or whatever

like this

you can nest them inside one another too!



Quote Originally Posted by Sebazy View Post
And do you want to know the kicker? If it was released again as a new fight now, it still wouldn’t be enough to keep us healing the whole time.
I do wonder how much of that fact is down to how many extra healing tools we have in the kit now. Like, Heartless took some Cure3 pumping to get through, but with Lilybell we could place and instantly detonate that for 1000p which is like, half the healthbar. Pneuma's 900 with Zoe. Those two alone would solve like 90% of the check and they're both zero damage lost. Heck, Plenary > Rapture's 600, even the fact that the lily system was dog doo bad back then is a factor compared to the kit we know now