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  1. #121
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,241
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I mean it wasn’t mentioned till after I pointed it out that clemency becoming instant once per minute was designed as a replacement for another form of healing, the way it was shown to me basically read as “keep PLD’s heals exactly the same but also add one free clemency” which IS ridiculous

    Clemency being an instacast if a target takes x amount of damage under intervention so the PLD could then use clemency on the intervention target rather than intervention having passive regen is an example of a good idea but a free clemency on top of other healers as it currently is is not
    (0)

  2. #122
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,823
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Paladin doesn't really Suit "life steal" I don't think magic attacks should have sustain tied to them, It's sort of "odd" that Paladin has so much life steal.

    If we remove it but make clemency more effective in all Situations, we can Lower PLD's Sustain but also make it more fitting & more versatile, heck you could even make a *weaker* eariler version of clemency so that PLD has some small sustain in early content

    I think its Absurd, that warrior is more of a "target/group healer" tank then Paladin, Nascent flash is strictly stronger then intervention even giving you the heal effects, Shake it off gives out a AOE regen ect, While PLD is the selfish life stealing tank with more then half of its sustain tied to rotational attacks.

    I also think healer's get upset when anyone suggests healing extra healing tools on other jobs because currently certain tanks have too much of it, Ideally tanks should have utility (some that can be shielding and healing), But it shouldn't come at the cost of making healers feel useless, I think it's also "deeper" then tank sustain. Personally I like the Idea of working together with my healer to keep me and the group alive, I want tanks to have strong support like they do currently, I just also want healers to feel like they aren't invalid.

    To make Healers more fun and Important (this would also make tanks more fun for me) *Note that I'm not advocating for all these changes just to a sense where healing becomes more Important in fights.
    1) Add more damage to auto attacks, Lower tanks base defensive value down (they will take more damage, but keep the same strong CD's so CD timing becomes more important)
    2) More Aoe damage and out going damage.
    3) Remove "AOE per hit sustain" aka bloodwhetting healing per enemy (I'd also remove Abyssal drain and give some weak life steal effect to oblation)
    4) More importance on GCD healing actions as this adds decision making, I think healers are overbloated with way too many ogcd heals, tank/dps Utility should save some gcds instead of replace the healers entirely.
    5) More Procs or varied damage buttons, I don't think healers should get a "1, 2, 3" or a "rotation" but they should get more damage buttons
    (0)

  3. #123
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    734
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lyth View Post
    A big problem with support job design in general is that the toolkits are packed full of defensive actions that you either don't need or don't want to use. And then we're surprised at why the offensive rotations are so boring and underdeveloped. This should be obvious, coming from a healer perspective of all things.
    There are 2 reasons for this:
    - Power creep
    - Normal difficulty content

    Power creep makes a lot of players get enough survivability to no longer need a healer. They can take a hit and let the natural hp generation do enough.

    This is especialy the case in regular dungeons where you almost never see a healer check. Normal difficulty just doesnt dish out enough damage. And it does not face enough mechanics to still provide potential incoming damage. This is something where they can learn from criterion: instead of 2 or 3 packs of mobs which you can w2w, add in some packs that you just cannot pull all at once, and add in some arena hazards (like the qitana ravel dungeon). Dungeon design is often very flat in flow. Its w2w as much as possible. There is almost never a need to hold back. For this i realy wish they would no longer force the double section, but just put in 5 packs of enemies in a single section (with potentialy overlapping mechanics involving debuffs that are lethal quickly, if you realy want them to not w2w). The ARR dungeon design is far better on that aspect as while in many cases you can w2w, some areas are notorious.
    If things become too difficult, players can slow down! That is a huge balance factor that can scale very well
    (1)

  4. #124
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    955
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Lyth View Post
    The Abyssal Drain/Carve and Spit merger wasn't really about introducing trade-offs in single target healing, which DRK has been historically terrible at anyways. It had more to do with the fact that DRK's gameplay has become progressively oGCD heavy with relatively few GCDs, so it was a way of cutting back on the amount of actions that you need to weave in during burst. Again, if you made Abyssal Drain into a non-damaging healing spell that is a potency loss, people are unlikely to use it. You also create this bizarre thematic mismatch where Paladins are siphoning life from their enemies with holy magic while Dark Knights are healing themselves up with non-damaging dark magic.
    I never mention Abyssal was non-damaging. It keeps the same affect as it does now, minus the MP gain it has (that goes to CaS) and its healing in single target is boosted to make it worth while in a boss fight, so DRK now has a choice for more HP vs more MP while also making Carve and Spit worth while to use in trash fights, so when a DRK needs that MP for extra damage, or can afford it, they can now choose CaS over AD (and vice versa).
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

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