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  1. #17
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    I do think there would be benefits to removing the choice for healers to either do DPS or heal. I think an elegant solution would be to rework healers so that their heals result in damage. That could be because any healing done to party members also passively damages enemies, or builds up some kind of gauge that eventually deals damage, etc. There are a variety of ways to do it, and I don't think it would be too challenging to make different ones for each class. But removing the moment-to-moment choice between DPS and healing and replacing them with "actually, both" would be an elegant way to solve that conflict. Bonus damage for overhealing your max health party, etc.
    Elegant - sounds more like a lobotomy to me. Those "moment-to-moment" choices are expressly what makes the job interesting. It's not a "conflict".

    We don't enforce those constraints so rigidly on other jobs, even those that we consider to have responsibility either (although in more difficult content it could be argued that all jobs have significant responsibility) For example, (and this is admittedly a simple one) when tanking multiple mobs, sometimes a tank may note that they missed a mob on the aggro list and it's whacking away on a squishie. They momentarily need to grab it and then go back to their rotation. That may be a bit tricky at first but quickly become s second nature. I realize that's not an exact analogy (and SE has also made tanks jobs easier in various aspects) but the point is that it's not meant to be a completely non-challenging job.
    (4)
    Last edited by IDontPetLalas; 08-30-2023 at 02:58 AM.