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  1. #10491
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    746
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Indeed, there are too many factors that can affect a 1h3d run which are heavily mitigated by tanks in 1t3d groups.

    Also who wants to bet on them in either the live letter or in the following interviews that they will say that the healing will be harder?
    (0)

  2. #10492
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Maltothoris View Post
    Indeed, there are too many factors that can affect a 1h3d run which are heavily mitigated by tanks in 1t3d groups.

    Also who wants to bet on them in either the live letter or in the following interviews that they will say that the healing will be harder?
    I bet 1 Gil (I’m poor) they’ll give us a ‘healing will be harder as we move to more Totally Unique (tm) FFXIV content’. Then the unique harder content is another Harrowing Hell type mechanic in one fight of the next raid series lol
    (0)

  3. #10493
    Player
    Xurtan's Avatar
    Join Date
    Sep 2016
    Posts
    48
    Character
    Mikh'ir Bajhiri
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    I am so incredibly tired. Having FRU cleared without healers was just. A hell of a nail in a dead horse. And it genuinely would not surprise me to see 'healing will be harder' and it just be the same level of nothingness, because that's all it ever is.
    (3)
    #healerstrike

  4. #10494
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Funny thing is, they haven't strictly been lying about higher healing requirements. Fights like P10S and the more recent M3S has some pretty good healing requirements.

    The problem is that they also increased our healing output as a party, so that just ends up negating the healing requirement increase and we basically feel like nothing has changed. What they need to do is nerf our total healing output as a party so the increase to healing required is actually felt by the player.
    (5)

  5. #10495
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Aravell View Post
    Funny thing is, they haven't strictly been lying about higher healing requirements. Fights like P10S and the more recent M3S has some pretty good healing requirements.

    The problem is that they also increased our healing output as a party, so that just ends up negating the healing requirement increase and we basically feel like nothing has changed. What they need to do is nerf our total healing output as a party so the increase to healing required is actually felt by the player.
    I agree. It may sound counter-intuitive but it is one of the best solutions to the "healer problem." Nerf the mitigations, nerf the heals, and they'll both become more meaningful.
    (2)

  6. #10496
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    I agree. It may sound counter-intuitive but it is one of the best solutions to the "healer problem." Nerf the mitigations, nerf the heals, and they'll both become more meaningful.
    I wouldn't say it's counter-intuitive, there's nothing saying that our heals need to get stronger as we get stronger.

    Having additional effects/interactions or having more tools to deal with different situations is also how healers can get stronger. It would also deal with potency creep if they were creative with skill expansion instead of just increasing potency and calling it a day.
    (2)

  7. #10497
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    660
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Heals getting stronger is only really something that's needed if the damage we receive increases with it proportional to the amount of healing we can dish out. We haven't really had enough extra incoming damage to warrant the stronger mits and heals we've been getting unless you somehow convince a party member or 2 to stand in the orange every 30 seconds.

    Now I'm only talking from a casual perspective here, I haven't touched Savage since P1S, but I think part of the problem is that avoidable damage deals a lot of damage while unavoidable damage ends up feeling like a tickle. I think it'd be better if it was swapped; avoidable damage tickles, but provides otherwise annoying ailments that really discourage people to get hit, increases vuln stacks, etc. and unavoidable attacks should hit hard and frequent enough that a healers output should be needed every minute or so.

    Also tankbusters should actually be able to live up to their name, the increase in power that the short cooldowns have gotten in EW and the new upgrades that the 2 minute mitigations got have only made the tanks practically invincible, especially since we still tune the busters for someone who just doesn't press their buttons.
    (6)

  8. #10498
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    746
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by TheDustyOne View Post
    Also tankbusters should actually be able to live up to their name, the increase in power that the short cooldowns have gotten in EW and the new upgrades that the 2 minute mitigations got have only made the tanks practically invincible, especially since we still tune the busters for someone who just doesn't press their buttons.
    Kinda illustrated with FRU. There are 8 tankbuster combos throughout that whole fight. 5 of them are invulned(the last 2 involve both invuln and kitchen skin and probably the only ones that need extra help from healers) and the other 3 are usually just kitchen sinked.

    The reason I mentioned them saying that healing will get harder is it's almost always mentioned. It was mentioned in 5.3, 5.4, 6.0, 6.1, 6.2 and 7.0. Just too often of them saying it.

    Edit: And as mentioned, they make changes that negate the increased healing. Shake it off getting a hot added to it, in 6.4 they added range increases to many of the sch and sge's ogcds which makes them even more of ogcd type game. Now in 7.1, they increased divine caress range and Philosophia to 30y. (Why didn't they just do this in the first place when 7.0 came out especially since it was inconsistent with what happed in 6.4)
    (1)
    Last edited by Maltothoris; 02-19-2025 at 09:18 AM.

  9. #10499
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Aravell View Post
    I wouldn't say it's counter-intuitive, there's nothing saying that our heals need to get stronger as we get stronger.

    Having additional effects/interactions or having more tools to deal with different situations is also how healers can get stronger. It would also deal with potency creep if they were creative with skill expansion instead of just increasing potency and calling it a day.
    Hmmm... I believe it is counter-intuitive in the sense players naturally assume healers should get more powerful heals as they level in the same manner damage dealers gain more powerful damage dealing abilities as they level. There is a trap there. Because, one, healers often need to use less heals as players get better; and two, there is no benefit to keeping the health bars at 100% all the time. So, the value of a spell which restores full health is less valuable.

    As long as everyone one is alive, they can function at full capacity. But, if you nerf the heals and mitigation, suddenly the threat of the health bars reaching zero is higher. So, each healing and mitigation spell immediately becomes more valuable. That's what I mean when about it being counterintuitive. I agree having additional effects/interactions and tools for for different situations is a good way for a healer to get stronger.

    Power creep is a real problem because CS3 has just been slapping extra potencies on everything. They have not been particularly creative in the expansion of skills. Perhaps, in their eyes, it really is too much work for too little benefit.

    Pretty soon we'll need another nerf across the board to avoid the need for bosses to have billions of health. I fully expect this to happen in 8.0. I'm ready to bite that bullet because it'll be good for the game.
    (1)

  10. #10500
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    570
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    If it ends up with me doing more healing than dps, yeah, I could take that.
    (2)

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