Just watched it. The people at CS3 need to watch this video because it spells out everything wrong with healing in FFXIV quite well.
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I didn't mean to imply all that toward you specifically. And yeah, I guess I did get off track from the fact that this is a healer thread when suggesting dancer. The rest still applies though. Some people enjoy the act of minimizing movement needed and seeing every second of the GCD not rolling as an opportunity to grow and optimize in the future.
Then you've got the kind of people saying it's "not that great" in a comment trying to excuse the loss of skill expression as something necessary for the changing fight design that are supposedly designed by the same studio at the same time as Class design is worked on.
Then clearly, there needs to be some brainstorming at SE to come up with a design for healer jobs, to meet the desires of both sides of the discussion. A design where the current gameplay exists in some form, but there's some optional extra depth for players who seek it. As long as potencies are tuned such that 'current gameplay' is like, within 5% of the 'perfectly optimized gigabrain rotation', there should be no issue from a mathematical standpoint, and players could still clear content by playing as they do now. Then the 'issue' is only a player-side one, of 'I want to do optimal damage but don't want to play optimally to attain it' which is not a mentality that should be designed around
As an example, 'current gameplay' in terms of GCDs for SCH is to press Biolysis 4 times per 2mins, and Broil 44 times. Ignoring Biolysis entirely and casting Broil in its place gives a per-minute potency from GCDs of 14,880. If additional DOTs are added and potencies are tuned such that the potency output of the 'optimal gameplay' is close to that 14480p per 2mins, then there will be zero 'enrage' issues for a player who doesn't use their DOTs. This could be done by, for example, having Broil at 310p, Biolysis (30s, 4 uses per 2min) at 350p total, Miasmalysis (24s, 5 uses per 2min) at 340p total, and Shadowflare (AOE, 15s, 8 uses per 2min) at 320p total). With these potency values, ignoring all the DOTs and just spamming Broil, again, has a 2min potency output of 14880p, but casting all of the DOTs (4 Bio, 5 Miasma, 8 Shadowflare) and filling the GCDs between with Broil, has a 2min output of 15270p, just 390p more per 2 mins. That's less than two Broils, and will cause no enrage issues in any content (for reference, my P11S week 1 clear had 32 Succor casts, losing me around 6 Broils per 2min and we still cleared).
But, these extra DOTs would spice up the rotation in single target, the potency of Shadowflare (say, 120p, plus 40p per tick for 15s) would mean that it's worth using in AOE, but not enough to be better to 'spam' than Art of War, giving us additional buttons to use in AOE situations too. And to top it all off, we could also re-add Bane (IMO best done as an upgrade to Energy Drain, to make that useful in AOE too), allowing players to more easily apply their DOTs in AOE situations. If the 'duration reset' effect from SB's Bane were removed, we could also add Chain Stratagem to the list of things that can be spread via Bane, which then synergises with Baneful Impaction being an AOE ability too!
All of this would serve to massively improve the 'variety' in our gameplay, in all levels of content, and at the same time, is entirely optional. Players who don't want to deal with any extra DOTs, or timer management or whatever, can ignore it all, spam Broil instead, and get (according to PercentageCalculator.net) 97.44597249508841% of the potency output of the fully optimized rotation
Honestly the JP community needs to understand they can’t control the entire direction of the game with 24% of the active playerbase (less if you include Korea and China) and square needs to understand that taking direction from JP as strongly as they do isn’t likely to endear you to the rest of the playerbase
“The JP playerbase likes it” shouldn’t be an excuse when they are as much of a minority as they are
Sorry one thing but people still thinking SE would listen to JP only not to NA/EU? Thats such a dumb thinking the Viper Change should show you all Square isnt even listening to JP because nearly nobody wanted the change there.
I think rather than 'liking', they're closer to being 'indifferent'.
That's not exactly giving off a good impression either though.
They have shown in the past that they don’t really understand or properly look at feedback outside of JP
An easy example is hypercharge/blood weapon/wildfire. That wasn’t a big complaint in JP because by and large JP players don’t have ping problems due to the small size of the country. However ping is a serious problem outside of JP. Yoshi P wasn’t even aware it was a problem till someone directly bought it up to his face in a fanfest despite it being a super common complaint outside of the JP bubble because it’s one of those changes that everyone agrees with because the at the time existing system had no upsides
Either they are ignoring/deprioritising non JP feedback or the English/french/german community managers are doing a terrible job passing along actionable feedback to their JP colleagues so the JP team genuinely believes the non JP playerbase is happy. Either one is not good
It'll never not be funny when people talk about who the dev team listens to.
EN players will say that they should stop listening exclusively to JP.
JP players will say that the dev team listens to the west too much.
The answer is very likely that they don't listen to anyone except their internal team and their metrics.
I'm going with this; Samurai lost Kaiten despite having no complaints, Viper lost Noxious Gnash despite no one complaining about that, and I'm still trying to decipher where they got complaints about Dragoons Nastrond stacks. The only thing I can think of is that the complaints are from internal testers thinking that "someone might find this difficult, so lets fix it early" rather than just leaving the job be and letting people get used to it.
Nice, with 7.1 there is less need for piety now ; what a relief !
First step in putting holy in line with the others AoEs too !
I can't wait to see what amazing upgrade they can bring to this thread next !
Keep up the good work here ^^
/cheer
edit :
It all makes sense If they base it on their trust-bot tester AI , it probably can't do that many apm :p
My theory for DRG is that they had the idea of 'hey DRG is too busy, let's remove Spineshatter cos it's kinda low-excitement as an ability and contributes 2 APM to the opener/burst', which is fine on its own, but then they added Rise of the Dragon/Starcross and instantly invalidated that removal by adding 2 APM to the opener/burst again. So now they've gone and removed 2 Nastronds to get the APM to where it was meant to be in the first place.
If that's how it went down, the lack of foresight (that adding 2 new OGCD actions would impact APM) is hilarious. If it's not that, then it's just a very strange decision, given that it required buffing Nastrond/Stardiver/Starcross to make them even higher potency to compensate for the two lost Nastronds, which means more super-high potency skills that can be subject to Crit Variance. At least with DRG their burst window includes a Crit Rate increase to slightly alleviate that problem
it also seems that they really banking on ultimate for the use of esuna cause I remember a certain user here saying along the lines of "Esuna will be most likely be needed to be used more" and now that we have both the new content, that isn't quite the case really. Only maybe in Jade Stoa if you get hit by the ground exaflares but that's really it. Not the new dungeon or the new alliance raid.
Also look at how prevalent that MTTT is starting to become. First we had M1S with raining cats and now we have the ice phase in ex3. Heck even the stack that tries to force the swap with the tethers can still easily be ignored with invulns and of course we have reject authority.
They need to go back and adjust all dungeons level sync, hard sync all stats, boost standard damage, make more damage unavoidable. Boom both tank and healer are more engaging.
It's awkward that I felt more satisfied healing Byakko unreal then any of the current savage fights simply because you're actually allowed to cover for mistakes due to virtually none of the mechanics being immediately lethal and you can potentially survive things like the expanding AoEs overlapping, too few people in stack markers, or the add being too healthy by layering mitigation and timing heals.
Granted, the fight is easier as a consequence but it made me actually feel like I was playing my role better.
It's not only the quantity of damage that could do with some tweaking. It's also the pacing.
Predictable damage can provide only so much engagement. Predictable means it eventually becomes rote.
Crit autos need to make a come back. Random chip damage to random party members. Non-fatal mechanics where the likely outcome is that people avoid some but not all of the outgoing damage. Etc.
The thing is, "balance so every job is viable" is a giant lie. The reason some jobs are not viable in certain fights in the first place is because of the move towards rigidity over flexibility.
Back in HW, if we had extended movement phases, BRD can choose to drop Minuet or spam Feint for less of a damage loss than simply not attacking. Even as recently as in EW, standard BLM rotation was said to be garbage for TOP p6, so BLM players worked around it with alternate lines.
The reason we have jobs that suck in certain fights rests squarely on the fact that the dev team forced every job into only one correct way of playing, there's no flexibility, there's no creativity, the job either sucks for that fight or it doesn't, so they try and "solve" this problem of their own creation by making the jobs that suck more like the jobs that don't suck.
BLM especially is constantly getting hamstrung by the fact that the devs only design for hard mechanics these days is arena wide marathons and they really just don’t seem to know how to actually deal with casters
It’s like they design every mechanic for melee and tanks which instantly invalidates phys ranged advantage then tries (and often fails) to shove the casters into this design and it just doesn’t work a lot of the time
I mean we had that stuff in endwalker also with the PlayStation mech in 2 ultimates and an extreme trial and with “first in line” and “second in line” for top and p8. If they think a new mech is hot s… then it will happen more then once or even close too each other in battle content.
But that's just kinda how game design works. Impose a bunch of rules on the player, and then put them in a space that tries to contradict the player, but you actually want the player to succeed so you give them the tools to overcome these contradictions. I think it highlights more a problem with phys ranged than it does casters as there isn't anything in the game that tries to contradict how a physical ranged player plays their job unlike every other role. Physical ranged gameplay does not change if you are close to an enemy or far away, running around or standing still, and that's not good game design. There is no challenge.
It's also a healer problem as when there isn't any healing for any reason there isn't really a game for healers to play to fall back on.
Given that physical ranged is essentially a purposeful opting-out of that conflict... I would think the content solution to Rangers is just to provide too many mechanics for casters and melee to handle losslessly without them, no? Else, you're going to ultimately need to create for Rangers... some form of the very thing they're defined by the lack of.
We can equally say that casters don't *really* have conflict when their isn't enough damage required (over what would be possible with Rangers or a 3rd/4th Melee), after all.
Else, it all just turns into cognitive load, with Rangers' cognitive load likely coming from mixing together more angularly sensitive actions with mechanics for which they have priority (whether it be a damage + healing linear AoE action that they'd want to fire from a mechanic, through allies, to the enemy or a target position, a "gauss barrel" that's actually just an acceleration disc that they want to set up in between themselves or a target ally and their target, an AoE with damage loss or damage gain per target hit and something they can use to capitalize upon optimizing around that complexity, or whatever else), having especially high role-breadth (supportive actions the optimization of which would require knowledge of how X other jobs interacts with the fight), or having especially deep rotations.
Which... would also seem fine, honestly. You can have multiple broad main types of optimization challenges in a single role. We just shouldn't have the likes of say, SMN at its least constrained giving the same value as BLM at its most.
The problem is there is nothing that contradicts melee or tanks
The mechanics are being designed around the assumption that the melee roles should be able to solve the mechanic and not the actual downside of their role and that leads to the mechanics heavily biasing large movement which in turn messes up the casters
When was the last time the melee and the off tank actually really struggled with uptime and had to come up with ludicrous dangerous strats to get uptime……..junction shiva?
I did say tries to contradict, I don't think anyone wants to prevent casters or melee from being able to play their jobs. Forcing melees away from an enemy out of max melee range for any period of time -- even just one GCD, is a contradiction of their playstyle. But forcing melees away from an enemy for such extended periods of time to where there are unable to functionally play their job is just as bad as giving melees completely free uptime like in Endwalker. It's a balance, and I think Dawntrail fights have struck a better balance for melees. Same thing for casters, and having to move, and its why casters are given instant spells, why slide casting exists, and why there are 'holes' in mechanics that casters can exploit to minimize movement.
It's just, like, how games are designed. We want a push, and pull between players, and the game, and not for things to be one-sided in either direction. Even the most 'brutally difficult' games try to maintain this balance unless they're trying to make some kind of artistic statement which I don't think XIV is.
Is it really though? A spell with cast time of 0 seconds is still is still a spell, right-? Cast times can go in either direction except for negative numbers, but zero is a valid number. I don't think instant spells or abilities to remove cast times are going away or should be removed. Saying casters should only cast only constricts fight design, and mage design even further, and is just a very Sylphie mindset to have about mages.
But how is that SE's fault? It's a solution the players found. What exactly do you want them to do? Apply a dot like p5s or p8s so you cannot simply take the same hit again. It is an EX fight only.
Every mechanic has several ways of being solved. It's absolutely normal for the players to find and use the brain-dead strategies that offer the most consistent results. You can solve every mechanic in the "intended way" and how you see fit if you wish.
The last thing I want to see is turning mages into sparkly archer when we have traditional archer. Blizzard spells are... Ice Arrows. Fire spells are... Fire Arrows. Bio spells are... Poison Arrows.
That's not a mage/caster. That's a skin (VFX) on an archer lol.
EDIT: That's how we ended up with 3-4cast/minute SMN Lmao.
That's how it ideally should be.
Over the years however this has become increasingly sparse. We see it more and more in both mechanics and job design that the devs do not want player agency, they see it as a failure when we don't execute fights the "intended" way.
Damage downs on any hit that you were supposed to dodge, body check instant wipes, completely rigid rotations and mechanics dances, things like the ice phase tether in the current extreme are by far the minority.
Funny you mention archer because I've been begging for a while now to give BRD, and MCH walking casts like they do in PVP. They feel like a good aiming mechanic, and I don't think having all instant ranged GCDs works for physical ranged.
But this is a healer thread so uhh healers are still kinda bad, please fix.
and it is. Join a blind pro group and find your own way to solve the same mechanic.
Just because people adopt Hector, Rinon, Kobe, or whatever other guide maker says, SE is not removing the player's agency. The only intended way SE wants you is to solve the mechanic and not stand in bad, the rest is up to you. It's absolutely normal for you to be penalized if you fail to resolve a mechanic.
In addition, every single game that I have played had this "rigid" (optimal) rotation that offered the biggest and most consistent damage or ways to solve mechanics. TERA, WOW, Dragon NEST, Blade and Soul, Guild Wars 2 (just to name only a few), hell even League of Legends which is a MOBA also has a very rigid way of handling lanes and farming as well as skirmish encounters.
I am not even sure what exactly people want at this point apart from complaining.
In a game that almost never cares about damage types, an offensive spell with no cast time is functionally the same as a ranged weaponskill.
A non-zero cast time is just about the only readily-available avenue left to meaningfully differentiate "mage" and "spell" from all the weapon-wielding jobs and actions.
(Unless you think buffs that make a distinction between healing spells and healing actions to be meaningful and not clunk.)
The distinction between 'zero-cast-time spell' and 'ranged weaponskill' effectively boils down to 'does it break through the Physical Stoneskin or the Magical Stoneskin of Cloud of Darkness in WOD' ever since they removed things like 'Brotherhood affects Physical damage only' or 'Contagion affects Magical damage only', or my personal favourite, 'Embolden affects Physical damage only, except for the RDM who used it, in which case it affects their Magic damage only (even though they have Physical damage actions in their kit)'
The difference between an action that buffs 'healing magic' and one that buffs 'healing actions' is an annoying quirk of how the tooltips are worded, but I wouldn't call it clunk per se, I think it's fine to keep but it could definitely do with a better tutorial/explanation about the difference between 'healing magic' and 'healing actions'
I think we are at the point where the devs need to start having lots of live letter Q&A sessions with the players in each job to better set things up so 8.0 isn’t a total disaster. I’m not talking about short 15 min per job sessions, more like 2 hours per job.
Giving a roadmap and telling players their ideas and let us offer feedback will not be spoilers for the next expansion. We know they are looking at the jobs, they need to have more two way communication. In the end, offer voting for players when they say we can only do X or Y or Z.