11/14/2022 0 Comments Ff14 healer forumI'd much rather see meaningful DPS buttons on cooldowns and/or tied to mechanical execution, like Misery. Tl dr – The number of buttons a healer can press to keep players alive is hugely unbalanced compared to the actual amount of time they need to dedicate to keeping said players alive.Īll this talk of combos or multidots doesn't really sound like it would make DPSing any more fun at all. Healers spend most of their time pressing the same button (e.g. Healer kits completely disregard how the game plays out. Depending on level and how well geared the healer and other party members are, a healer will likely spend 75-90% of their time doing damage, maybe more. The higher in level a player is, the fewer GCD heals are used, until, ideally, they are completely ignored. Healers fulfill their primary duty by using a number of direct GCD heals, HoTs, and oGCD heals. Healer job kits are much different from the above, with only approximately 25% of job actions dedicated to damage, while around 75% is dedicated to keeping players alive. Healers are expected to (1) keep players from dying and (2) do as much damage as possible. As such, tanks also spend approximately 100% of their uptime doing damage.įinally, lets take a look at healers. With one exception, all mitigation abilities are oGCD. Tanks also have abilities than can reduce damage received by the entire party or individual players. In game, this is accomplished, firstly, by being the tank and, as such, being the player taking the bulk of the damage, using various abilities to reduce incoming damage. Tank job kits (again, not including role actions) show approximately 75% of job actions dedicated to damage, with the remaining 25% related to mitigating party damage. Tanks are expected to (1) Mitigate damage done to parties and (2) do as much damage as possible. DPS players who don’t get themselves killed dedicate 100% of their uptime to damage. An examination of the DPS player kit (not including role actions), shows that approximately 95% of job actions are dedicated to either doing or increasing damage. The expectation of a DPS player is to (1) do as much damage as possible as quickly as possible and (2) avoid mechanics/not die. I think it comes down to a conflict between role expectations, job kits, and how gameplay actually plays out.įirst, lets look at DPS jobs. Lately, there have been a few posts related to how 6.0 will affect healers, as well as discussing the current issues with playing healers (generally boring), and the possibilities of a potential (likely?) fourth healing job being added, and I’d like to put my 2 cents in on the subject, particularly as to why playing healers often feels so much less fulfilling than other jobs.
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