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  1. #11
    Player
    Jidka's Avatar
    Join Date
    Sep 2023
    Posts
    33
    Character
    Serendib Mandragorne
    World
    Ragnarok
    Main Class
    White Mage Lv 100
    Why not having something such as tree dummies that start at 5% hp and have to go to 100%? Each represent a teammate.
    The tank takes more damage, the melee is close to the tank and the distant/caster is far from the tank.
    All of them take random damages (the tank one takes more). The randomization represents the failed strats done by your teammates. If they all drop to 0%, you failed.
    (1)

  2. #12
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,136
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Jidka View Post
    Why not having something such as tree dummies that start at 5% hp and have to go to 100%? Each represent a teammate.
    The tank takes more damage, the melee is close to the tank and the distant/caster is far from the tank.
    All of them take random damages (the tank one takes more). The randomization represents the failed strats done by your teammates. If they all drop to 0%, you failed.
    Yeah, I think that’d be a good way to try and represent ‘healing in certain content’. ‘Keep the dummies/npcs/mammets/w/e’ alive for X amount of time. They could maybe add an ‘enemy dummy’ too if they wanted to have something for the healer to practice weaving gcd attacks and ogcd heals, plus it would mean Sage’s wouldn’t have to go without Kardia
    (0)

  3. #13
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    I can see that happening in the future after giving healers a better design -> which probably won't happen lol
    (0)

  4. #14
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    I mean this effectively is supposed to be extreme trials but birdy ironically has more healing output then m1-2-4s
    (1)

  5. #15
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,023
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Connor View Post
    So healing is so easy nobody need any form of practice or means of understanding it, yet somehow people are constantly complaining about ‘bad healers’. Which is it? Is it so easy anyone can do it thus there’s no need for anyone to get a better understanding of healing relative to damage output, or is it something people might actually not understand and that’s why they’re doing bad?
    Here are the things I've seen that might cause one to consider a healer "bad":
    1. They get one shot by a mechanic.
    2. They spend a whole lot of time trying to figure out what to do for a mechanic and neglect to do anything else in the meantime.
    3. They freeze up as mechanics start hitting people and HP bars stop dropping. (See also: 2.)
    4. They forget to heal themselves before the next raid wide hits.
    5. Their last 10 dungeon runs featured immortal tanks and DPS who avoided every AoE. They didn't expect that this run was going to be the clown car.

    (1) isn't fixable with a striking dummy; (2-4) are less that the healer hits the wrong heal and more that that the healer fails to hit any heal at all; and (5) is all about trying to stay awake.

    Given how relatively infrequent damage is in this game, there's not much to be learned from healing a bunch of striking dummies. You've got all the time in the world to pick a button.

    It's the pressure and chaos of actual combat that's the hard part, the "well, you had 10 seconds to get a heal out, but you spent 4 of them trying to figure out where in the arena the DRG died, then the next cast bar started up, so you spent another 4 trying to figure out how to resolve the mechanic, and the final 2 running to safety (and not quite making it)."
    (4)

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