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  1. #1
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Just my incredibly humble opinion, and it’s really all they need to do to fix healer at least as a first pass:

    Job mechanics:
    1) Remove almost all instant heals, or put them behind a gimmick like Lily or Addersgal. No more multiple insta cure bombs.
    2) Make a core healing rotation (like how cure 1 might proc a free cure 2)
    3) make MP management a thing, so you would need to slow drip those cure 1s and take advantage of the free cure 2s or potentially not have any mp left. (Or whatever gimmick). Make the mp pool less.
    4) on that off chance everyone is good to go, then you have some minor dps.
    5) give up on the stupid difference between healers; just give every healer shields and regen equivalents.
    6) allow healers to die, by giving other jobs some form of raise.

    Then make all mobs hit harder. The point being:
    A) you would need to focus on healing over DPS, even in trash packs
    B) Without a healer, the tank could survive at best 20% of a boss’s hp bar

    ———

    If healers are so concerned with having proper dps rotations, and can neglect to focus on heals because healing is so brain dead easy with cure bombs…..then perhaps the role is simply obsolete? That’s what needs fixing. Healers should be so busy with healing that there just isn’t time to dps, or that their time is better spent keeping dps up.

    (On that note, tanks generate entirely too much enmity as well; what’s the point of the aggro meters if it’s so brain dead easy to keep aggro)
    (3)

  2. #2
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by kaynide View Post
    Just my incredibly humble opinion, and it’s really all they need to do to fix healer at least as a first pass:

    Job mechanics:
    1) Remove almost all instant heals, or put them behind a gimmick like Lily or Addersgal. No more multiple insta cure bombs.
    2) Make a core healing rotation (like how cure 1 might proc a free cure 2)
    3) make MP management a thing, so you would need to slow drip those cure 1s and take advantage of the free cure 2s or potentially not have any mp left. (Or whatever gimmick). Make the mp pool less.
    4) on that off chance everyone is good to go, then you have some minor dps.
    5) give up on the stupid difference between healers; just give every healer shields and regen equivalents.
    6) allow healers to die, by giving other jobs some form of raise.

    Then make all mobs hit harder. The point being:
    A) you would need to focus on healing over DPS, even in trash packs
    B) Without a healer, the tank could survive at best 20% of a boss’s hp bar

    ———

    If healers are so concerned with having proper dps rotations, and can neglect to focus on heals because healing is so brain dead easy with cure bombs…..then perhaps the role is simply obsolete? That’s what needs fixing. Healers should be so busy with healing that there just isn’t time to dps, or that their time is better spent keeping dps up.

    (On that note, tanks generate entirely too much enmity as well; what’s the point of the aggro meters if it’s so brain dead easy to keep aggro)
    That's probably close to best case scenario for turning healers into actual healers, but the immense amount of rebalancing it would take to make healing actually viable like that in earlier content would likely make the developers not even try.
    Look at the end of High Concept 2 in P8S, or Harrowing Hell in P10S. That's not something that can really work with slower sustained heals. A lot of people do old high-end content all the time, especially ultimates. Changing a fundamental role like that would just be a nightmare to playtest and balance just to keep old content possible.

    This is why I, and a lot of others in this thread just say they should give healers some more DPS buttons, and maybe nerf tank self sustain. It wouldn't take a ton of redesigns, and would make the downtime between healing at least a bit stimulating. Similar to how tanks have their 1-2-3 plus a few.
    I'm not against the idea at all, but at this point I think it's far too unrealistic to ask for. Giving healers some simple extra damage buttons so we don't fall asleep waiting for the next trash pack is something they could feasibly add in 7.1 if they really wanted to.
    (4)

  3. #3
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by GartredZW View Post
    That's probably close to best case scenario for turning healers into actual healers, but the immense amount of rebalancing it would take to make healing actually viable like that in earlier content would likely make the developers not even try.
    Look at the end of High Concept 2 in P8S, or Harrowing Hell in P10S. That's not something that can really work with slower sustained heals. A lot of people do old high-end content all the time, especially ultimates. Changing a fundamental role like that would just be a nightmare to playtest and balance just to keep old content possible.

    This is why I, and a lot of others in this thread just say they should give healers some more DPS buttons, and maybe nerf tank self sustain. It wouldn't take a ton of redesigns, and would make the downtime between healing at least a bit stimulating. Similar to how tanks have their 1-2-3 plus a few.
    I'm not against the idea at all, but at this point I think it's far too unrealistic to ask for. Giving healers some simple extra damage buttons so we don't fall asleep waiting for the next trash pack is something they could feasibly add in 7.1 if they really wanted to.
    I mean, this was essentially how it was in Heavansward.

    The problem is it made so much pressure, no one wanted to play healer. That’s why it (and tank if we’re being real) are so brain dead now.
    (7)

  4. #4
    Player
    Naouu's Avatar
    Join Date
    Feb 2018
    Posts
    13
    Character
    Mamaki Maki
    World
    Sephirot
    Main Class
    Dark Knight Lv 72
    Quote Originally Posted by kaynide View Post
    I mean, this was essentially how it was in Heavansward.

    The problem is it made so much pressure, no one wanted to play healer. That’s why it (and tank if we’re being real) are so brain dead now.
    This lol- but whm was very strong in dps during HW from what I can rmbr like cleric stance no joke
    (0)

  5. #5
    Player
    Naouu's Avatar
    Join Date
    Feb 2018
    Posts
    13
    Character
    Mamaki Maki
    World
    Sephirot
    Main Class
    Dark Knight Lv 72
    Quote Originally Posted by GartredZW View Post
    If looking a bit to the left is stalking, then call me Jason Voorhees.

    I'll be honest, I didn't even consider that you changed what your profile character is. But it's still a bit weird that you changed from one character with a level 70 Dark Knight to a different character with a level 72 Dark Knight. This isn't some scathing accusation, but it does look like you only recently resubbed after taking a break in stormblood. It especially seems that way given that this thread had your third ever post in the last six years. (again, see left.)
    Ya I think the thing is buggy bc I never use forums, but I also have lots of charas. I didn't change btw, this used to be my main 7+ years ago- i did move servers and change this chara name/fantasia but ended up leveling a new char entirely when EW hit cuz the game changed so much since my last dedicated play. Idk why my info saying that when I've been subbed on and off since
    (0)

  6. #6
    Player
    Strigine's Avatar
    Join Date
    Feb 2014
    Posts
    6
    Character
    Non Existent
    World
    Ultima
    Main Class
    Conjurer Lv 32
    I'd like to comment on two things. First, I feel like some people are catastrophising the potential side effects of adding a little more complexity back to the role.

    Back when Cleric Stance existed, I regularly ran into healers who barely bothered with it and still got by in casual content, and sometimes even in EX. Both on JP and EU servers. Savage was a different matter, since it wasn't meant to be easy for any of the roles, so it shouldn't have come as a surprise to inexperienced players that not going the extra mile lowered their chances of clearing.

    Was there the occasional unkind remark? Yes, but that's true even now.

    When I started playing in 2.0, my limited experience with MMOs had taught me to focus solely on healing, so that's what I did, and no one said anything to me about it. (Hall of the Novice didn't exist back then.) I didn't know that healers were expected to fight in group content until I had to do Titan HM for my relic! Hearing the horror stories about that fight, I did some research to see how best to prepare for it, and that's when I realised how helpful healer DPS could be. I then started teaching myself to stance dance until it became second nature.

    Learning to progress from doing the bare minimum to being good at what you do, including your hobbies, should be encouraged. Whether they rush or take their time, inexperienced healers will generally improve if they are interested in doing so.


    Secondly, I agree that the healer role has started to feel superfluous.

    I play healer because I like taking care of others and helping them shine! I enjoy that kind of teamwork. I loved the old AST cards because of this, and I think that's why many healers enjoy DNC.

    I for one don't mind if content can be cleared with no healers, as long as that remains the less optimal way. I believe there needs to be something that makes having at least one healer a better choice than an extra DPS or tank, even for veterans running casual content or farm parties. As things are now, it isn't so strange that many healer mains are feeling bored or left out.

    It's not a "god complex" or a desire to control the team. It's simply a desire to contribute meaningfully without things having to go awry for that to happen. To help other players accomplish their goal, but not at the expense of our own sense of accomplishment.

    In my opinion, the responsibility that used to come with healing was part of the appeal.

    (This discussion has become hard to read... But thank you to those who have spoken up about the current issues with the role.)
    (45)

  7. #7
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,986
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Strigine View Post
    I for one don't mind if content can be cleared with no healers, as long as that remains the less optimal way. I believe there needs to be something that makes having at least one healer a better choice than an extra DPS or tank, even for veterans running casual content or farm parties. As things are now, it isn't so strange that many healer mains are feeling bored or left out.
    This, honestly.

    No one really cares that regular dungeon content can be done without healers, what makes it bad is that dropping a healer in dungeons is optimal. If it was unoptimal and the team just struggles the entire dungeon like a challenge run, then there's really no issue. But dropping an entire part of the trinity should not be optimal.
    (32)

  8. #8
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    When you're missing a piece of the trinity you should feel like you're missing it.

    This is true of tanks, their passive and active mitigation goes really far and they're increasingly self sustaining murder balls, something exceedingly valuable for any dungeon run.

    This is true of DPS, you're not getting anywhere quickly without at least one competent DPS, we've all had those runs where both are asleep at the wheel and a trash pack takes two minutes.

    This simply isn't true of healers, every tank except DRK can spot heal and many DPS have both self and party heals to pick up the slack.
    (31)

  9. #9
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by WeakestZenosEnjoyer View Post
    When you're missing a piece of the trinity you should feel like you're missing it.

    This is true of tanks, their passive and active mitigation goes really far and they're increasingly self sustaining murder balls, something exceedingly valuable for any dungeon run.

    This is true of DPS, you're not getting anywhere quickly without at least one competent DPS, we've all had those runs where both are asleep at the wheel and a trash pack takes two minutes.

    This simply isn't true of healers, every tank except DRK can spot heal and many DPS have both self and party heals to pick up the slack.
    20% reduce damage taken as passive for all tanks feels booooring..

    why not just give paladin passive increase defense, warrior life steal when attacking.. exc
    (3)

  10. #10
    Player
    Shialan's Avatar
    Join Date
    Jun 2012
    Posts
    406
    Character
    Shinon Hisae
    World
    Shiva
    Main Class
    Sage Lv 91
    Quote Originally Posted by Aravell View Post
    This, honestly.

    No one really cares that regular dungeon content can be done without healers, what makes it bad is that dropping a healer in dungeons is optimal. If it was unoptimal and the team just struggles the entire dungeon like a challenge run, then there's really no issue. But dropping an entire part of the trinity should not be optimal.
    So, why isn't everyone doing it?
    (3)

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