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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,164
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    by now I am tired of explaining but I will once more I don't say turn healers into a heal bot but don't give more DPS either what healers really need are buffs and debuff in the kits. yes downtime is DPSing but when it's 95% of a whole fight/ dungeon I think that's where the problem is
    Honestly I’d rather have this too. Encounter design needs to change as well, obviously, but at this point that shouldn’t really need to be said (pure DDR gameplay isn’t getting the game very far).

    Frankly I’d say more dps doesn’t actually change anything at all; it just gives the illusion of engagement when really you’re still doing the same thing as with 1 button, just spread across four-five. If it’s just as mindless does it really matter whether you do 3 DoTs or 1? Quality over quantity etc.

    And in my personal opinion, Scholar dps was still boring in Stormblood. More abilities didn’t make it ‘complex and interesting’ it just meant you were a conveyor belt of the same spells over and over and over (ordered one way on application then reversed on reapplication, pretty much every time), and maybe if you were lucky you’d get to do an Excogitation or Indomitability. Or you could just let your fairy do the healing and mostly ignore your role anyway lol.

    Giving healers ‘support’ things to do not only gives them more ways to contribute beyond healing but it also allows them to actually distinguish the role from DPS (with capabilities they generally don’t/shouldn’t have outside specific jobs).

    GCD buffs and debuffs, DoT spells that aren’t just ‘set and forget’ (like being mutually exclusive with different debuff effects, or maybe a cannibal DoT that removes the others for higher potency, idk just something more exciting than ‘you press then forward then back to effectively subvert the staggered timers’ lol. Less reliance on pure oGCD healing, encounter design adjusted for damage output to actually exist lol, resource management (that can’t be immediately flouted with an ability maybe lol), and yes, damage capabilities. But I think their damage capabilities can also be tied to ‘support’ related effects. Like, Afflatus Purgation with a stun effect, maybe a higher potency and MP cost than Holy but slightly more limited range (line aoe)? That’s kinda cool. Afflatus Purgation as a flat potency dps oGCD? Zzz, lame. That doesn’t really solve anything.

    Basically I’d rather see healers be designed more like they are in PvP than ‘current design but more dps’. But then, given their track record, they’ll probably do something ridiculous like giving us a third dps ability…locked behind another 120s cool-down lol
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    Last edited by Connor; 07-21-2025 at 02:08 AM.