They may also need to sanitize the tags
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They may also need to sanitize the tags
I really wish that trash like the Amaurot bombs/sprites or the Baelsar's Wall DoT spam archers that threaten/pester people other then the tank were standard and not a once in a blue moon gimmick.
I'm not really sure why they've fallen into this stagnant design where 99% of the enemies just do generic telegraphed AoEs which are both not painful and actively take stress off the tank because they're not doing autos during that time and the damage is so undertuned that just facetanking it isn't even that hard to heal through.
There was Fountain of Fire in P3S which required healers to tank some puddles. There's also an occasional "boss sets the party's HP to 1 and proceeds to cast a raidwide". Harrowing Hell and Knuckle Drum are continuous AoE damage for a few seconds.
Besides that, healers are always the target for stack markers and that's it.
Sometimes targetting the DPS would also make sense from a narrative point of view, right? Some of the more intelligent enemies should probably want to kill the damage dealers because a guy throwing out literal balls of fire is more dangerous than a guy with an axe.
Isn't it also an optimization problem, though?
I mean there is no need to butcher other jobs for, including RDM lore.
I'm down for the strike, and I say that as someone who leveled all of their healers to 90 via PVP and tribe dailies/weekly challenges so I was never contributing to the queues anyway, lol.
Healers for me were always in this weird spot to play as because either they were too stressful due to wall-to-wall pulls where I could never get us through it (thus forcing the tank to take smaller packs and making me feel like a jerk/moron because it was "my fault"), or they were boring as hell because I was spamming the same two attacks over and over and over and over and... you get the idea. So I really don't know what I could suggest to make them more approachable or appealing for healer mains or those wanting to try the role out.
We should be respecting and supporting our fellow players who are acting out of genuine concern for a combat role they are passionate about in the game we all love. Every disgruntled healer main that is participating in the strike is doing the right thing. The dev team will, without a doubt, get the picture real quick when the effects of the strike start showing in the player metrics
It seems like they do things more silently than the Japanese forum moderators. The JP mods will lock threads, notate deletion reasons, and respond with reasoning behind actions from what I've seen. Here things are getting deleted and scrubbed silently, including those joke strike threads it seems. Those tank and dps threads are mia in general chat instead of getting locked.
Personally I'd love to know why WHM doesn't use Stone/Aero/Water anymore, yet RDM uses Verstone/Veraero, and Picto gets Water in Blue, Aero in Green and Stone in Yellow for parts of its 123 combos. Especially when WHM is written in the FFXIV lore to be the foil to BLM, who uses the other three elements (and still does). It'd be like if BLM suddenly threw away Fire spells, Blizzard spells, the concept of an Ice/Fire phase, and just said 'no, everything is now Foul and Xenoglossy style 'Void' stuff'
I believe the answer to that is simple: We just look at Tanks and DPS, and see what their design allows them to do. Let's take an example of me doing an EX roulette as a GNB. I could, in theory, clear the entire EX roulette by just pressing my Demon Slice, my '1' in the 1-2 AOE combo. Never spending cartridges, never pressing damage OGCDs like Blasting Zone or Bow Shock. But, I still have the 'choice' to interact with more of my kit, and thus deal more damage and clear the dungeon faster. If the dungeon is slower because I've interacted with less of my kit, that's not 'the player fails the content'. That's 'the player clears, but not as fast'.
So let's take SCH as an example. If we were to give it Biolysis (35p per tick, 30s duration), Miasmalysis (20 on cast, 30p per tick, 24s), and Shadowflare (120 on cast, 40p per tick for 15s), and had Energy Drain upgrade to Bane to spread the 2 ST DOTs, then the healer player has 'choice'. They can put up all their DOTs, spread them with Bane, and speed up how fast the pack dies. Or, they can spam AOW as we currently do, and the dungeon will still be cleared, albeit a little slower. The player is not 'forced' to use all three of these suggested DOTs. They can still play exactly as we do now. But, players who want to put more into their gameplay, and want to get more out, can do so. The key to making this work, for casuals and hardcore players alike, is in the potencies. If you were to take the above suggested potencies, you'd get 350p, 340p and 320p respectively. If you ignore the DOT and instead cast Broil, you lose that potency, but gain 295 (soon to be 310) in it's place. So, ignoring Biolysis entirely from your rotation and using current day Broils in its place would lose you, not 350p, but 55p over 30s. Or, put another way, just 5.5p per missed tick, on average. The other two DOTs would be 4.5p per missed tick, and 2.5p per missed tick, respectively. A total of 12.5p per missed DOT tick if you ignore all three DOTs completely, and to go a step further, since there's 20 DOT ticks in a minute, that results in a total 'loss' of 250p per minute. Less than a single Broil cast. My first clear of P11S, week 1, had 32 casts of Succor. I'm positive that I did not need all 32 of them, they were used for safety. So, clearly we don't need 100% perfect DPS optimization as a Healer as it currently stands. And if that's the case, then all the doom and glooming about how 'if we have more damage buttons, people won't be able to do their full optimal damage in prog and there will be enrages left, right and center!' is simply that, doom and glooming
Looks like many of the deleted posts were against the forum guidelines, which aren't aren't the clearest, in addition to the volume of forum activities and culture differences for English players.
Sadly, this has become a prime example of the concern of culture differences when it comes to enabling region travel. I'm just glad this thread appears to be heading back slowly towards discussion focused related to reasons for and against changes for healers.
Glad the community managers are trying thier best to allow players to vocalize concerns while maintaining some level of stability.
But to get back on topic for myself, My wishlist for the individual healers would be:
WHMWHM is mostly fine since the Afflatus system is good and only needs some minor tweeking. In the future, I'd like an elemental damage/healing spell.
- Upgrade Cure 1 to Cure 2.
- Make PoM 60 seconds so you can use Glare 4 more.
SCH
- Just give it Bane back and something else cool to spread with Deployment Tactics.
AST
- Quick fix: Give us back Time Dilation to interact with card effects.
- More ways to interact with the cards and more interesting card effect.
- Maybe trim Horoscope since it feels bad to use unenhanced.
SGE
- Make Psyche a GCD attack with 30s cooldown or make it a lower cooldown for extra weaving, like 20s or something.
- Keep Eukrasian Dyskrasia as a separate dot and dps gain on single.
Personally I'd make it so Energy Drain upgrades to Bane (which causes it to deal its 100p damage in an AOE instead of ST), and that Deployment is able to spread Excog and Protraction at 50% efficiency each (Adlo would not be subject to the 50% penalty). Even with the 50% penalty, being able to spread a 5% Max HP boost, and/or a 375p 'heal below 50%' effect would both be crazy powerful, and would add to the 'tactical mastery' aesthetic of the Job. Imagine, an Adlo (not crit) + Excog + Protraction, all spread for a raidwide, which triggers the Excog, and is then followed up by a Recitation Indom. I feel like that's the essence of SCH, combining several of your tools to create a healing outcome greater than the sum of the parts.
Unfortunately, SE somehow decided that SCHs are meant to be angel-related, instead of the previously established 'battlefield tactician with faerie companion' (as opposed to WHM, who has an angelic statue (Kuribu) hanging out in their old home of 'Lost City of Amdapor', Temperance's VFX, all the holy light VFX on their attacks, terms like Tetragrammaton/Divine Benison/Afflatus Rapture/Confession (from Plenary Indulgence), old skill names like Divine Seal, Shroud of Saints, Seraph Cane as their HW Anima weapon,etc) and so this would never happen
Think the circular problem with all jobs is that people want to be able to learn a job and do well at it quickly, largely because it doesn't feel fun to learn a job right now in the current game. There is such a deluge of media putting pressure on being good at the game due to saying "this savage is not really hard", or "Extreme isn't very hard", yet the job itself is not very hard to learn. So if everything is easy, what exactly is difficulty to begin with?
From observation, difficulty is from social pressure. When people are doing savage, they are almost always spending weeks in advance finding a group to do it with, or having to plan the vast majority of their free time around doing it. The only savage that is ever relevant is the current savage, and there is a limited time to complete the savage and get all the items one wants from it due to the lockout.
So I suppose a view point to take on this entire thing is that because someone decided to include content so difficult that it takes massive amounts of time to complete and put pressure on the entire community to struggle and complete this content on a cyclical basis, it made the community ask for a break in the form of simplifying jobs, which the game designers took as "simplify jobs, make fights tighter" in terms of end game, because they have some kind of mathematical quota they want to keep or who knows what on completion time.
Like if savage was not present and creating social pressure, it would probably put more pressure on making jobs interesting and fun to learn, which is a lot more flexible in terms of individual peoples time. It's not like if someone goes to a fighting tournament and took six months to get to the same level as the guy on the other end of the table, who took two weeks, anyone would care.
Both tank and dps roles have their place to run any team content in an optimal way. And I strongly doubt it's possible at all to run higher difficulty content without a tank or a dps role in the group. And if it is, that should be changed. Making sure a full trinity group is the optimal choice for any team content isn't unreasonable or even all that difficult, and doesn't require higher difficulty content.
"Buthering" is excessive, and sounds far to dismissive of (in my opinion) mostly reasonable suggestions/complaints to lower some of the most overtuned (self)healing abilities from specific jobs.
A few days ago I had the best dungeon run as a Healer. My tank was a WAR.
Why was it so good? The WAR had their weapon broken and forgot to repair it. So they would continuously lose mobs who would jump the rest of the party. I did not realise it until halfway through the first pull when I noticed the BLM was getting ganged by floating eyeballs and the MCH was picking their teeth off the floor.
At that moment I woke up from my trance of casting AoW and some Adlo on the tank. I pulled my big girl robes up and started to go into serious mode! I was weaving heals, shields and esuna's around my party members, taking care of my precious DPS babies, and didn't even care about the tank and their self-sustain. I was putting the Excog on the MCH and healing up the BLM, shielding the BLM and topping up the MCH, putting a shield on the tank, and using my entire kit while the party was losing health faster and faster. We did not pull small, the tank had fun managing the agro, the DPS had fun melting the mobs and I had fun Uber healing! The best part? I am a mediocre healer who does baby content and I managed to get everyone out of there alive, it felt great!
The tank did apologise for not checking their gear beforehand, but I was so happy I had such a great run! 10/10 would recommend!
Every time I think about it I feel so happy. But then I immediately get sad because I know for a fact the chance of that happening again is next to 0.
I will forever cherish the memory of that run and will continue to hope the healers will be made more fun in all types of content.
It's so painfully obvious, the reason feedback is ignored is because everyone still levels and plays healers anyway. People bringing up duty finder waiting times as if they matter is hilarious.
I'd love to see healers have some changes made that people have suggested, but the sheer number of "I support these changes but I'll be leveling my healer anyway" posts reveal it ain't happening.
Even within the few people who are actually aware of and say they support the strike, there are plenty that aren't actually doing anything.
Sounds fun. My wish for a fun deployment skill would be something with a thorns effect like Vengeance. Something to upkeep on a tank during trash and autos, and then able to spread for multi raidwides or soaks like Harrowing Hell and Ahk Morns. Matches the tactician foresight playstyle.
I abstained from mentioning the angel muumuu nightie. Didn't want to derail the topic too far off of the healer gameplay aspect. But yeah, it's a tacky transformation. Could have just given aetherial wings.
I had a similar experience running Golbez ex. with an inexperienced cohealer (less HPS than the tanks) and a RPR with a broken chestgear (40% less HP than everyone else). Everyone was making tiny recoverable mistakes and the whole experience was peak healing. At first I thought about how enjoyable the experience was, but then I realized how sad this role is that I have to roll a jackpot just for a chance at fun. I hope new players can enjoy jobs as it is currently. With BLM getting essentially reworked, I have no job I want to main in DT. As the slides attached suggest, I will "Move to Canada".
https://i.imgur.com/LCqfPCa.png
If healers were plentiful as a baseline I might agree with you,
they're not, the strike itself might not have that much of an effect but by that logic neither will the gotcha "thanks for the healer queues nerd" people matter. It's also gotten huge amounts of attention from people like you, which is extremely valuable at reaching the developers, the people that very much do matter.
It hasn't started yet and it's been a decisive victory at drawing attention to long running issues.
So this "community" asked for simplification, but somehow no one is ever able to identify exactly who asked for it. I'm not criticizing you by the way, and you have some very good points, I'm just somewhat dubious, and more of the opinion that Square might have misinterpreted feedback and taken the easier solution given the number of job designer that they have and the pressure that they have to introduce new jobs. The "quota" that you refer to is likely more due to their development methodology (SDLC) which is planned out so far in advance, that it makes it very difficult to involve changes or feedback from the community.
Attention has no worth, the player base still has to decide that they are willing to give up leveling and playing any healer roles.
For what it's worth, I hope you are right. I hope that the baseline number of healers is low enough that it can drop below whatever amount the developers deem acceptable, and they feel pressure to make real changes. I would be very pleasantly surprised if it happens.
You're not making unreasonable points, but then also remember examples such as Kaiten being removed while (I'm pretty sure) Samurai was already the most-played Melee DPS.
Population data definitely seems to have an influence (for example, "Babe, wake up! It's been 3 months! Time for the Monk rework!"), but apparently CBU3 can also absorb mysterious invisible feedback rays about Kaiten from active and subscribed Samurai, so banging pots with spoons enough to get onto the radar of broader social-media / "gaming journalism" / "content" "creators" might have as much of a chance of working as anything else.
At the very least, it might alter the Producer/Director's coping mechanism from "Let's offer them platitudes and try to ignore it, Healers are usually very polite and will just stay inside their complaint threads" to "Oh no, this is creating bad press".
Remember when Cosplayers at Fanfest were holding "Bring Kaiten Back" signs? Maybe healers need to do that but say "Give us more damage buttons".
And by making them leveling focused, they lose a lot of their draw when you've already capped out your characters - which most of us had by the time it was released. Deep dungeons need more rewards as part of their progress method.
But they have iterated on this - this is just the Trusts systems in the early stage. They definitely need to go back and upgrade the squadrons with the new trusts tech, though.Quote:
Grand company squadrons. They can definitely make that AI actually workable now if they can make the trust system AI dungeon runs that they do now. Squadron command dungeons are pretty nightmarish unless you're on tank so you can just solo it.
They also, like deep dungeons, are just narrow in scope in benefits. I love the idea of an open world alive with content and players, but it needs to tie into the rest of the game better as you said.Quote:
Field operations need some work. I think it's just hard to get invested in a new exclusive system of doing things when it only applies to this one part of the game. I think that's the main problem that people say they feel Field Operations are missing.
And, again, none of them off any substantive benefits to doing them. Complete them once? You're done - that isn't evergreen content.Quote:
Criterion dungeons are the latest example of a new side thing introduced then left in the dust. No one knows what to do with them.
They have a lot of nice potential hooks for making these systems evergreen - but they haven't made the effort to do so.
Here we are again. "Healers screaming into the void" is the free space on the FFXIV Expansion Bingo Card. Thinking about this old post:
Writing has been on the wall for healers for, like, 7 years. A lot of the issues are just knock-on effects from them having no idea how to make tanking gameplay engaging. Instead of giving tanks an actual job to do (and indeed, taking away their one job), they designed them to take over healers' jobs with a plethora of healing and mitigation, while at the same time removing everything from healers other than the healing and mitigation.
We have two nominally separate "roles" that are fulfilling the same group responsibility (i.e., keep everyone alive), just with different levels of capability. Once you step outside of ultimate / savage, that overlap becomes redundancy. Yet only one set of jobs in this pool has been gutted down to two buttons. It was obvious that AST was going to get reduced to a WHM clone - it's the same thing that happened to PLD not so long ago, and DRK, and SCH, and so on.
I've (mostly) been "on strike" since 2019. There is no reason to hold out hope, because this is fundamentally what their vision has always been and they have doubled down again, and again, and again.
Actually, I've been looking at tanks and DPS another way recently, specifically how I know some who are pro-healer strike who plan on deliberately ignoring mechanics/eating as much damage as possible come Dawntrail to give the anti-strike "thanks for the instant queue" healers a hard time, lol. I mean, it's "no big deal" right? There's "nothing to complain about" right? (Alternately, you have the anti-strike tanks and DPS who want to give any unfortunate queuing pro-strikers "something engaging to do, just like you whined about".)
As well, there's also pro-strike healers who are planning on continuing to queue, but are going to do exactly what the devs demand of them: Be green DPS only, refusing to toss out a single heal because tank and DPS self-sustain is "working as intended" and if a wipe happens then "ask for more self-heals then, at least they listen to *you*".
So yeah, we've reached the point already where a unknown quantity of people are going to grief the current system because it might have better results than sitting out and pouting because as others have pointed out, that hasn't worked even once yet. Now turning the new expansions duties into a total clown fiesta... well, who knows what that could result in. Peaceful protest may just not be enough this time.