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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,974
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    If there were to be a Spirit Link Totem equivalent, I would have thought an empowered Bole the obvious choice, tbh.
    (0)

  2. #2
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    609
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    My primary concern is that it will be made the same as damage is - Your entire HP bar or so little a crit heal will cover it plus any accompanying damage.
    (1)

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,469
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Oh, and to add to the whole 'The Vault gives a lore explanation already' thing for the idea, I just thought: Level 60 SCH Job Quest has us trying to prevent the plague that turned the Nymians into Tonberries, from turning some NPCs into Tonberries. We know that if someone's Aether gets corrupted (or 'blighted', perhaps) by something like tempering, it can cause physical disfigurement, Sin Eaters, Voidsent etc are examples. And we prevent the plague from turning NPCs into Tonberries, by casting Esuna on them. A little funny to me, in hindsight
    (0)

  4. #4
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    There are definitely more avenues we can explore to increase the damage to parties with reduced risk of one-shotting the party. Although the Aetherblight system Forsaken Roe is suggesting is definitely interesting. She said we could also tie a non-lethal DoT in as a possibility so the healers are discouraged from greeding against the Esuna casts too much. Just a light DoT that slowly ticks based on a percent of max HP so it needs attention but could probably be done in around 5 - 10 seconds safely with everyone at full health still. The healers can also throw a shield up before it happens to potentially negate the mechanic from setting in the first place. That probably took inspiration from the Ifrit Trial knockback mech being negated if the player takes zero damage.

    Some other avenues to consider could be something like this. They could very well be paired together with Aetherblight, so the solution to increasing party damage is not unilaterally on one thing.

    1. Increase the Max HP of all classes

    It's one of the simplest ways to allow encounters to increase the damage it deals reasonably on us. The HPS of the healer cooldowns are so strong now that the higher amount of HP to heal probably wouldn't be noticed much. The mana costs of the barrier spells were slightly reduced too, so first timer healers should reasonably be able to handle it with Succor and Eukrasian Prognosis.

    2. Consider making some more of the major damaging mechs multi hit

    I believe a tank buster for our current Savage fights already do this. We could also count the perma DoT on a recent Trial fight for this type of mech too. If there is enough sign for the healers that the total damage will be well over the full health of the party, it will definitely start to put the cooldowns like Asylum, Seraphism, Macrocosmos and Panhaima to work. This might also make the regens have a better place for working as a solution rather than it always being a mitigation check. The mitigation cooldowns should still work as another way.

    3. Put in more gravity based mechs

    This is similar to the White Hole that sets all HP to 1. It has the property of keeping the damage taken more relevant to players if it is percentage based on their current HP. It may not kill the players by itself, but it can ignore Defense and Magic Defense. If we had more mech combos that alternated a gravity hit with a regular hit, this could potentially make the regular hits more deadly if the healers have not prepped up shields, regens or spike heal cooldowns.

    4. Use more debuffs that muddle the character stats and / or movement

    Even if the boss has no enrage timer, reducing a character's ability to deal damage to the boss will obviously equate to a longer fight and more healing that would need to be done. At this point, it may also need to target the oGCD damage, buff and healing constants somehow to actually hurt more. It's still just a test for the healer or BRD to notice it and use Esuna / Warden's Paean to take care of it. If we do actually consider the AoE Esunaga getting in for a healer like WHM, it might need a cooldown of at least 1 minute or 90 seconds to be fair to the others.
    (1)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,974
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    @Tigore

    Agreed. And again, I don't mean to say Aetherial Blight or any other mechanic can't be useful; I just don't think solutions paths ought to be conflated or that a solution ought to seek out a problem to justify it instead of us first building solutions straightforwardly from and to as directly as possible address what problems we can agree exist.

    In other MMOs, for example, there is usually a clear distinction made between kit or between-abilities balance, inter-build balance, spec/mastery balance, class balance, and role balance, and one does not therefore adjust the proportion of power of a kit already balanced among itself to bring up the power of the class against others (instead simply buffing the class's outputs as a whole by the proportion they tend to fall short in real personal contribution).

    Now, there are bundles to consider, of course: if, for instance, our main concern is healer engagement (and I'd argue always that gameplay should be the foremost concern, even if other solutions may mitigate issues in the interim), there would necessarily have to be room kept in mind also for the impacts of increased healing requirements and ways to meaningfully leverage healer kits for engagement in that context alongside any non-healing means of engagement added (ideally, synergetic with those healing considerations).

    But I don't want to limit all those possibilities around, say, a single buff, debuff, gauge system, or under mechanic. Making any singular element that disproportionately necessary for the rest to work just invites future issues. If some portion of output or cognitive load can be reshaped/reshaded later through some new element to a net benefit, great, but that should be more in the realm of augmenting a then-working system than a focus for the way out in the first place.
    (1)
    Last edited by Shurrikhan; 01-01-2025 at 02:54 AM.

  6. #6
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    I don't understand why people want to add layer upon layer upon layer of mechanic to fix healing. It's not the first time iwonder why, but it's the first time i voice it.
    i think all your idea aren't the solution at all.

    You just want to add new code into a game know to have a spaghetti code for years.... It's asking for bug, lag, dev taking even more time to to things, risk of mistake making some fight too hard and being nerfed later, rendering thoses mechanic near meaningless on other fight, even more unbalance between jobs etc... etc...

    Why wanting to take the risk to make things even worse when the answer, the solution, the fix is way more simple : Tank and DPS just need to have their mit, self-heal/heal and potency nerfed. it's the most simple and efficient way to fix healing.

    SE just need to roll back on the powercreep they created.
    (4)
    Last edited by Lorika; 01-01-2025 at 12:01 PM.

  7. #7
    Player
    Mercury_Grey's Avatar
    Join Date
    Nov 2018
    Location
    Ul'dah
    Posts
    363
    Character
    Jaune Khione
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lorika View Post
    I don't understand why people want to add layer upon layer upon layer of mechanic to fix healing. It's not the first time iwonder why, but it's the first time i voice it.
    i think all your idea aren't the solution at all.

    You just want to add new code into a game know to have a spaghetti code for years.... It's asking for bug, lag, dev taking even more time to to things, risk of mistake making some fight too hard and being nerfed later, rendering thoses mechanic near meaningless on other fight, even more unbalance between jobs etc... etc...

    Why wanting to take the risk to make things even worse when the answer, the solution, the fix is way more simple : Tank and DPS just need to have their mit, self-heal/heal and potency nerfed. it's the most simple and efficient way to fix healing.

    SE just need to roll back on the powercreep they created.
    i want to point out PLD, and WAR has already had their healing nerfed. PLD before its mini-rework/update used to out heal healers I would know because i mained PLD back in StB and ShB. WAR healing in the showcase build was a lot stronger then it is now. They nerfed it before it went live especially the AoE healing. If they nerfed a lto of mit now then tanks would be squisher then they are now which would defeat the purpose of them ebing tanks. Would you rathor have a tank wiht strong mits an da heal so you can devert your resources more to the party, or a tank who will die despite healing and mitigating. I'll use everkeep extreme conga to explain it. During teh conga tanks have ot use thier 40% mit with maybe a rampart to survive. If tehy nerf that MIT to 30% then they have to use even more mitigation to survive. Since in teh conga its suppose to be a stack, but if people stack the markers everyone blows up
    (0)

    A happy family between a viera, a goddess and a child

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,974
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mercury_Grey View Post
    i want to point out PLD, and WAR has already had their healing nerfed. PLD before its mini-rework/update used to out heal healers I would know because i mained PLD back in StB and ShB. WAR healing in the showcase build was a lot stronger then it is now. They nerfed it before it went live especially the AoE healing. If they nerfed a lto of mit now then tanks would be squisher then they are now which would defeat the purpose of them ebing tanks. Would you rathor have a tank wiht strong mits an da heal so you can devert your resources more to the party, or a tank who will die despite healing and mitigating. I'll use everkeep extreme conga to explain it. During teh conga tanks have ot use thier 40% mit with maybe a rampart to survive. If tehy nerf that MIT to 30% then they have to use even more mitigation to survive. Since in teh conga its suppose to be a stack, but if people stack the markers everyone blows up
    Yes the point should be the tank and the healer should have to work together to solve the tankbuster, the tankbuster shouldn’t be able to be survived with only the tank mit

    Adlo used to basically be a tank mit as you would help the tank survive the tankbuster so they could better spread their mit out, these days you just kitchen sink infrequent tankbustets then otherwise barely interact with your tank kit

    The healers have single target heals for a reason
    (5)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #9
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by Mercury_Grey View Post
    i want to point out PLD, and WAR has already had their healing nerfed. PLD before its mini-rework/update used to out heal healers I would know because i mained PLD back in StB and ShB. WAR healing in the showcase build was a lot stronger then it is now. They nerfed it before it went live especially the AoE healing. If they nerfed a lto of mit now then tanks would be squisher then they are now which would defeat the purpose of them ebing tanks. Would you rathor have a tank wiht strong mits an da heal so you can devert your resources more to the party, or a tank who will die despite healing and mitigating. I'll use everkeep extreme conga to explain it. During teh conga tanks have ot use thier 40% mit with maybe a rampart to survive. If tehy nerf that MIT to 30% then they have to use even more mitigation to survive. Since in teh conga its suppose to be a stack, but if people stack the markers everyone blows up
    Sorry but right now when i see a Tank take a Tank Buster and loosing less than 50% of it's HP (and even less with PLD job skills), thing that can be fixed with just one heal.
    When i see a DPS insta healing more than 50% of it's HP after a raid wide AOE.... Damage that was also mitigated by some DPS personal/group Shield/mit, and that can be healed with one group heal.
    Without forgeting how trivial most DPS check have become.

    I don't know for you but i really think there is some serious problems.
    (8)
    Last edited by Lorika; 01-01-2025 at 07:26 PM.

  10. #10
    Player
    Mercury_Grey's Avatar
    Join Date
    Nov 2018
    Location
    Ul'dah
    Posts
    363
    Character
    Jaune Khione
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Lorika View Post
    Sorry but right now when i see a Tank take a Tank Buster and loosing less than 50% of it's HP (and even less with PLD job skills), thing that can be fixed with just one heal.
    When i see a DPS insta healing more than 50% of it's HP after a raid wide AOE.... Damage that was also mitigated by some DPS personal/group Shield/mit, and that can be healed with one group heal.
    Without forgeting how trivial most DPS check have become.

    I don't know for you but i really think there is some serious problems.
    On the DOS having some healing that's better then healers I do agree but at times if a healer has to focus on mechanics like for example worl ext the 6 hot tnak buster and having to keep both tanks alive. The dps having some healing br ok
    (0)

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