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  1. #1
    Player
    Maltothoris's Avatar
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    Jul 2015
    Posts
    732
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Ya, it was the all the additional changes after SHB where the healing got a little out of control for Gnb. In EW, we got heart of conundrum and the second charge of aurora. Then in 7.0, we got great Nebula and rampart got the 15 percent healing increase to all actions. Then in 7.1, aurora gets buffed from 200 to 300 which is a 50 percent increase. Not only that, there was no separate trait for that which when gnb gets aurora at 45, it's now at 300.
    (0)

  2. #2
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Nascent Flash, even when usable on yourself was somewhat fine back then, as before up to the release of 5.0, Inner Beast had the effect of healing you for 100% of the damage it dealt... So you could Inner Release to throw out 4-5 free Inner Beasts for a good amount of healing with a short lingering 20% mit... Though the difference is that Inner Release was on a 90s CD instead of Nascent's 25s.
    (0)
    Last edited by CaptainLagbeard; 03-09-2025 at 05:25 AM.

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,370
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    The thing with Aurora is why does it even exist? Like there is nothing thematic about it, and I think this is becoming a wider problem with tank healing.

    Sure you can argue Aurora is weak or “not worth deleting” but why does a tank have a self oGCD regen they can share that doesn’t actually interact with their kit at all other than just be a 1800 potency heal. Like why does it exist? I can also point to the regen on HS or the ability for WAR to straight up benediction another player with no cost or shield the entire party because……..angry?

    Even beyond warping the game balance a lot of these heals just don’t even thematically fit the classes they are apart of compared to thematic heals like clemency or TBN
    (9)
    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

  4. #4
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The thing with Aurora is why does it even exist? Like there is nothing thematic about it, and I think this is becoming a wider problem with tank healing.
    It's only to be the "self healing button", GNB has no healing tools but at the same time it's so weak you'll be at full health at half its duration or the incoming damage will stop.

    I don't disagree Aurora doesn't thematically fits a tank, even if it was buffed to a point where it's relevant enough, it's still not fitting for a tank.
    If you want my two cents, it should be a shield that slowly builds up, the effect would be similar, the HPS would be similar but it would see a lot more different plays. Or keep the HoT effect but add a bonus on healing received, which would thematically fits better the tank role.

    Thought as Alice pointed out, it's a game issue. As long as we remain in this HP game trap, you'll still see Healerless/Tankless clears.
    (2)

  5. #5
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    494
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I've said previously, I'll say it again, adjusting tanks kits (and I stress adjusting) is only part of the answer and alone simply treats a symptom of the problem rather than addressing the problem itself. If nothing does enough damage to threaten us then what need is there for tanks? Much less healers. Therefore while reining in the most egregious tank skills is something that should happen, it should be in conjunction with a general rebalance of incoming damage throughout the game. I did Copperbell Mines just now and a telegraphed AOE on second boss did more damage than first boss' tank buster, my pocket tank who previously defended this tank buster when I mentioned it to them previously suddenly saw my point, it did 95 damage to them with no mits that I saw, that is to say "it did nothing, if not for the flashy effect it wouldn't have been noticed at all". Sure, this is baby's third dungeon and baby sprout is learning, so why are they being taught that what tank mechanics exist are completely ignorable?

    While I might not advocate for the first tankbuster you see being multiple times the tank's HP and insta-killing an unsuspecting player (though I DO advocate that past level 50, your basic tutorial is OVER at that point, time to start improving your play), it should be enough that both tank and healer are forced to pay attention and learn that tank busters are actually a threat.
    (3)

  6. #6
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I've said previously, I'll say it again, adjusting tanks kits (and I stress adjusting) is only part of the answer and alone simply treats a symptom of the problem rather than addressing the problem itself. If nothing does enough damage to threaten us then what need is there for tanks? Much less healers. Therefore while reining in the most egregious tank skills is something that should happen, it should be in conjunction with a general rebalance of incoming damage throughout the game. I did Copperbell Mines just now and a telegraphed AOE on second boss did more damage than first boss' tank buster, my pocket tank who previously defended this tank buster when I mentioned it to them previously suddenly saw my point, it did 95 damage to them with no mits that I saw, that is to say "it did nothing, if not for the flashy effect it wouldn't have been noticed at all". Sure, this is baby's third dungeon and baby sprout is learning, so why are they being taught that what tank mechanics exist are completely ignorable?

    While I might not advocate for the first tankbuster you see being multiple times the tank's HP and insta-killing an unsuspecting player (though I DO advocate that past level 50, your basic tutorial is OVER at that point, time to start improving your play), it should be enough that both tank and healer are forced to pay attention and learn that tank busters are actually a threat.
    Thank you, I find this post refreshing and actually doesn't aim to just blame tanks or dps for healer issues, I think it's important that yes some skills are overtuned on tanks, bloodwhetting for example you can never balance that skill to be fair in a AOE situation. In general it's a issue with How little tanks take.

    I also believe bosses could even make use of skills like intervention, TBN ect. Where a ally healer or dps will take high damage, Either the tank or healer can be enough to save them, instances of high AOE damage and DOT debuffs with raid wides ect, Let pulls hurt even more, let me do even more big pulls as a tank (like mt.gulg that dungeon had some pretty thrilling pulls)

    Let us actually Use our kits as tanks and healers. This is the more productive path of actually making both roles feel good in dungeons, raids ect, also have this reflect on hard content where healers and tanks are both needed.
    (0)

  7. #7
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,370
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I think you’ll find there is few people here who don’t see that the unbalance of the trinity originates from tanks functionally not having a role mechanic. That’s commonly understood and few people disagree with that

    The thing is though this thread is primarily about healer grievances. Like sure I sympathise with tanks functionally not having a role mechanic, but to me as a healer first and foremost tanks doing my role because they don’t have a role is more important to me than fixing tanks lack of a role because if they fixed tanks lack of a role right now they’d probably just leave the self healing in and healers would still have nothing

    Tanks need more to do and more reason to interact with their kit so that they don’t fill the void with healing, but in the healer thread the problems of tank healing usurping the healer role are more important than why tanks are usurping the healer role. Especially since when tanks shoved us out we didn’t get anything in compensation, we are still designed like the tanks are as squishy as your average caster

    I don’t hate tanks (tanking is my secondary main) but you have to understand you are going to find limited sympathy for the lack of tank mechanics here when the lack of tank mechanics just caused them to usurp healer mechanics with little compensation
    (7)
    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

  8. #8
    Player
    BDBlaffy's Avatar
    Join Date
    Jun 2024
    Posts
    2
    Character
    Kuwi'a Khyuu
    World
    Mateus
    Main Class
    Sage Lv 100
    I just want to point out that Aurora is no where near close to being "weak/not worth it". In it's current iteration, even accounting for the maim and mend trait on healers, it does a total of 1260 healing potency (again potency that is adjusted to match what a healer role heal potency is) on a single use, is an oGCD, has 2 charges, and is only on a 60 second cooldown. Simply in raw mathamatical terms, this is an insane amount of healing output for a non healer role to have. It's literally more powerful than a lot of healer oGCDs, and encroches on the pure healer's GCD regens like Aspected Benefic or Regen which are both only 1500 potency. Every tank in the game has egregious amounts of healing, it's not just Aurora. But I just wanted to say that in terms of pure mathamatics calling it any varient of weak is just factually incorrect.
    (2)

  9. #9
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,370
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Yeah I think in the soup tanks have lost sight of just how powerful their buttons are. The amount of people who’ve dismissed my point that HS’s heal is way too strong is hilarious

    Like it’s a 40% mitigation with a 700 healer potency heal on like a 20 second CD. That’s the kinda healing your healer should be putting out, not your tank
    (1)
    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

  10. #10
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,841
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Yeah I think in the soup tanks have lost sight of just how powerful their buttons are. The amount of people who’ve dismissed my point that HS’s heal is way too strong is hilarious

    Like it’s a 40% mitigation with a 700 healer potency heal on like a 20 second CD. That’s the kinda healing your healer should be putting out, not your tank
    Just to Counter this

    1. It's not even close to a "40%" mit, but to a extent I agree the Mitigation part should be more weak I'd value it at just making it one 20% instead of two 15%'s stacked.
    2. It's limited to single target, Veil and shake are the only cases of AOE Healing, despite that I do think shake is too strong with the regen aspects, though I can agree that maybe we shouldn't really have the AOE heal on tanks even if its a weak 200-300 healer equal potency.
    3. It's a regen not a burst heal, regens tend to be stronger in total potency at the cost of being slow, despite this one lilly skill from white mage already beats it ontop of white mage having other skills.
    4. Holy Sheltron is based on auto's which makes it a non consistent 21s cooldown.

    Not to say I'm not against removing healing from magic attacks on pld (that's a instance where it stacked with HS is too much) it's actually something I want I don't think it fits the theme of a paladin to heal from attacking a enemy personally. Holy sheltron on it's own is in no way comparable to the amount of healing a healer brings, I also disagree with aurora being buffed I've said this and i think the excog needs to be halved in potency

    These "additional effects" also set the cooldowns apart at least making them somewhat different such as PLD having a HOT, while GNB has a burst heal.

    I think it's you thats lost sight on tank cooldowns because you see a tank in a dungeon do your job for you and you see it as "well it's obviously the tanks fault for having too much healing cooldowns!" but in reality its the Mitigation and the lack of outgoing damage being the reason why you dont really need to heal.
    (0)
    Last edited by Rithy255; 03-10-2025 at 04:13 AM.

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