Pathetic comment.
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Moreso that the thread happened because, after several years of giving feedback about the Healer role's... role? in party content being usurped by other roles (mainly Tank), and forcing us more and more into 'Press spam filler action for damage, because you can cover all healing with OGCDs', the people giving the feedback were told, time and again, 'just wait till DT, they'll make healing harder'. Then the media tour showed that literally nothing had changed about how healing worked, that WAR could still effectively solo, or keep the team alive because Nascent Flash is an abomination in the face of sensible game design principles, and so the camel's back broke for a lot of players
The other issue is, yes Xeno does Ultimates and Savage. But doing Ult/Savage is not a prerequisite for being able to do a 1T3D run of EX roulette. As long as you can manage to target Nascent Flash onto a DPS when you press it, almost anyone is able to pull it off. It's not some heavily skill-dependent test of your gaming capabilities, it's 'target ally before pressing the funny instant-full-HP button'
We could, but my point is, if you're a healer that wants to have more damage hitting the party, and therefore more reasons to press healing GCDs, Stormblood had that (due to having less OGCD access).
If you're a healer that says 'we will always end up having to DPS in downtime, and there will always be downtime in some form in any content, so make the downtime more interesting by adding maybe 2 more damage buttons to our 'rotation'', then Stormblood had that (eg SCH having more than one DOT, and the timers of said DOTs being staggered)
Yoshi-P said, in a pre-Endwalker Live Letter, that 'we don't plan to return to the level of complexity that 3.0 had'. You know what else didn't have 3.0's complexity? 4.0, Stormblood. No matter how we slice it, it seems like Stormblood (with adjustments/lessons learned from SHB onward, eg WHM Lilies) is the ideal 'blueprint' to start rebuilding from
edit:
I think that their opinion is important to keep in mind, at least in some regards. A lot of their stance does seem to trend towards 'keep the status quo, because change is scary'. But that can be addressed by having the main core of the Healer jobs be effectively identical to how it currently is, and the additional complexity for those asking for it, would be an 'optional' addition on top.
For example, I've posted about how I'd rework the Healers. Let's take the SCH, as an example, because Striker responded to that one in particular. They mentioned that they'd dislike 'being forced' into the 'stance dance' gameplay that the Strategies, Offensive, Defensive and Emergency, would provide to the player. In response to that, I reworked the potencies of actions, such that Strategy: Offensive has identical healing gameplay to the current DT SCH, with equal (or sometimes stronger) potencies to DT SCH.
As such, a player like myself would find more enjoyment from the job, due to having a lot more choice in how to handle situations. Rather than a Succor, I could use Defensive-Indom for a barrier instead of healing. I could Defensive-Excog someone, which applies a barrier to them, and then Deploy both that barrier AND the Excog to help heal after the raidwide. I could forgo barriers entirely, and stay in Defensive so that Lily (the fairie) applies barriers to everyone over time via Embrace. But a player like Striker, may prefer to simply ignore the Strategies and focus on playing like they currently would. By staying in Strategy: Offensive, they'd be effectively playing 'Dawntrail SCH' automatically, and would still be able to clear all content.
It's fine to be worried that changes will make a job you like, into a job you don't. The RNG removal for AST killed that job for me, for example. But the difference is, the AST changes were something that everyone was forced into. Even I have to deal with the cards being 100% predictable and the lore being demolished for a third time. But the path above allows players who don't want to partake in the changes, to ignore them completely, which I think is far healthier for avoiding players getting into a tizzy about 'oh I'm forced to do XYZ and I picked Healer to avoid that'. You don't want a 'full DPS rotation' (read: applying 3 DOTs and pressing Broil in between refreshes)? Sure, then simply don't press the DOTs, because the potencies are such that simply spamming Broil on every GCD is 98% of the damage of making perfect use of the DOTs
Lers just say the biggest thing has done is getting more people to talk about healers. That being said, I wish yoshi p's comment about " If you want engaging healing, go play ultimate." should of set it off but it is what it is.
NGL I find this post extremely funny for one reason, doing savage for 3 raid tiers and progging a lot in PF, I can safely say, that most of the player base hardly handles what they have now.
Doing re-clears this week and last week has been pure agony especially.
The All-Seeing Eye doesn’t want to see you.
People always "barely handle what they have now"
MMO players always do the bare minimum. This is just something you learn to realize if you've played these games long enough.
If what they're doing works, then all thought stops there. Most people don't care to self analyze or try to improve past "I didn't break any combos, or die to any mechanics."
This was also the case back in Heavensward and Stormblood, and content still got cleared. People adapt or be filtered out of the game. This is just how gaming in general works. But when you appeal to the bare minimum of people who just want to succeed without actually putting in the thought or effort to do so, you have a playerbase with lower investment, meaning it takes far less time to lose interest.
And that's not even pointing out that competent healers are off playing other roles because Healer feels terrible to play unless you're still brand new at it. For me, Healing got old before I even hit max. I think the moment I started to realize that was the fight with (solo duty after beating the final Endwalker Boss)
That was the first time I regretted playing healer.
We just get to pretend it ended with a Seraph Strike
While it's true that some people can barely handle the current design (saying most players can't handle it is a huge stretch), that doesn't mean that they should keep going with uninspired job design that bores a lot of players.
We shouldn't have 'baby's first healer' design slapped onto every job in the role because Jimmy Freecure struggles with clearing savage with full tome gear 2 months after the tier released.
In theory, you should know how to play your job after playing it for 100 levels worth of content. Too much to ask for some people, I guess.
The playerbase basically becomes exactly as skilled as the job needs them to be. When difficulty is on the floor people will play to the floor. The game gives you no incentive to improve beyond a functional baseline (hell healers as reverse incentive as it’s more fun to play a healer when either you or your party sucks)
If you are a casual healer main/common healer player what incentive do you have to improve beyond medica 2 spam. If you are a savage healer your incentive to improve is to press broil more often, it’s why I stopped healing in savage
FF14 never had any inspired designs at any point. Maybe a lot more cluttered, convoluted, and filled with poorly designed and outdated ideas.
FF14 always had a bad job design from an MMO standpoint, probably because they tried to adapt and translate existing jobs and their spells from their previous games into an MMO counterpart and failed at it. The battle system always was clunky, uninspiring, and unrewarding regardless of the role/job.
Increase damage received by party members by 50% for not having a healer in the party. Call it a passive shield protection that's always active when a healer is present. Give them a split rotation for attacks.
Given how they’ve been treating the jobs as of recently, I’d say they’re sooner to implement a system to deny rewards at all if you’re not running with 1/1/2 or 2/2/4 comps than to give us anything at all lmao.
I’m preparing myself mentally for our jobs to be “merged” with the mobile game jobs to make it easier to maintain.
We get an aoe dps button, a group heal button and a flashy LB button that rezzes all and heals all every 90 to 120 seconds.
You should rename Role to Ringo Starr because you’re not even the best healers in the group.
When healer players are talking I stop listening
Last time I listened to a healer, they said that Sage being unable to stack Eukrasian Dosis and Eukrasian Dyskrasia was bad game design.
Never listening to absolute nonsense a healer main says ever again.
When non healer players are talking I stop listening
Last time I listened to a non healer, they said that Sage being unable to stack Eukrasian Dosis and Eukrasian Dyskrasia was good game design.
Never listening to absolute nonsense a non healer main says ever again.
I realize they're trolling, but in case any lurker's actually wondering, this post is a pretty good explanation of why current E Dyskrasia sucks
They had the option to make it either a loss or neutral with Dosis to prevent it from feeling mandatory to upkeep in single target. It could've also functioned as an extra mobility tool or a safe option to deal with gaze mechanics with less or no losses then.
SGE just got nothing of use and it’s almost hilarious at this point how much square simply does not understand how powerful SCH is
E dyskrasia is useless. Psyche is probably the most interesting of the new healer damage options but is also the most buff averse which is exactly what SGE doesn’t need and philosophia is hilariously underpowered as the GCD healing amplifier on SGE is near useless and the rest of the skill amounts to way too powerful but pointless regen on a way too long CD
how did they look at SCH deleting SGE from existence in DSR, buff holos to make it barely acceptable then introduce a GCD healing buff in the same expansion that SCH got the most overpowered ability since the last overpowered ability it got that deletes its only weakness and got a CD reduction on RECITATION of all skills when SGE got soteria
Like are they that clueless or is this all a big joke to see how far they can buff SCH over SGE before the “I’m afraid of dissipation” crowd finally realises how much of a monster SCH is
With the update to Dosis's potency, the gain of using E.Dys over a Dosis would now be a mere 30p per 30s. Literally one potency per second. It'd have been entirely ignoreable for anyone who doesn't want to use it. The problem is that if something is a damage gain, no matter how small or irrelevant to securing the clear it is, people insist that it's absolutely 100% mandatory and if you don't make use of it your game uninstalls itself
Said it to some people I know and I'll say it again, the trait could have said 'Soteria's CD is reduced to 15s' and I'd still have said SCH made out like a bandit comparatively. Recitation is a ridiculously powerful action, and reducing its CD is crazy. Also, because of being able to get a free Succor/Adloquium cast every 60s now instead of 90s, SCH's MP economy in progression is absolutely mad, 3850mp per minute from Lucid, AND 2000mp per minute from Aetherflow, and now also effectively 1000mp (well, I guess it's 900 now cos of the 7.1 change?) per minute saved via Recitation if you spend it on a spell instead of an Indom/Excog
SGE, the 'easier SCH' as it were, does not get anything like that, only having Lucid (3850) and 3x Addersgall (700 each, so 2100 per min). They also can Rhizomata for a free Addersgall but for whatever reason, SE thinks that Soteria and Recitation are comparable, so Rhizomata is still 90s, so you don't even get 'one per minute' like with Recitation, meaning that instead of it being 700p, it's more like 66% of 700 per minute (466mp apparently). So SGE, despite being 'SCH but simpler/more accessible/easier to learn and execute' etc, actually has a stricter MP economy. And one that requires the player to remember to do silly things, like overhealing yourself on purpose to dump excess Addersgall. Why is that an element of gameplay that is encouraged? Why not simply have a passive that increases your natural MP regeneration per tick, when you're at 3 Addersgall, such that spending 20s capped is equal to spending an Addersgall and generating a new one? 700/20 is 35, so just have the player regenerate 35MP per second while capped on Addersgall
Thank you for the link!
It's all got me wondering who is actually playtesting our jobs? Anyone who's gotten all their healers to at least level 90 can tell there is a real difference in power between them.
In spite of its reputation about being more difficult to play, I have found SCH to be less stressful to heal with than SGE. In fact, I find healing with SCH quite rewarding. It's my second favorite healer after WHM.
SGE feels both too busy and too weak at the same time. Don't get me started on how pitiful the heals are from its damage spells. SGE falls far short of its job fantasy.
That may be your opinion, but I found some of the HW/SB job kits interesting and rewarding when doing high-end optimisation.
Regardless, let's take what you said at face value and say that it has never been good. Ok, now what's the reasoning in making the kits less interactive and worse? Just because something is bad doesn't justify making it worse.
None of us can have fun because some people decided that the damage gain of pressing a different two buttons once every 30 seconds is just too small to care, and someone might point it out that it's still probably a good idea to do.
Just about every optimization in the game makes a microscopic difference. This is just how MMO players work. Obviously you don't need to do any of that to beat the boss, but the point is that it's better than just pressing Dosis, and hitting eukrasia in-between once every 30 seconds.
If someone's being a dick about your lack of perfection, then report and leave. This isn't a problem for the vast majority of the playerbase. Even if someone does point out that you should probably be using E.Dys, you could just go "It's only a gain of 30 potency total." and they'd probably understand. Just like if someone somehow noticed that you overcapped on Aetherflows, then you could just say "Mind your own business" and they'd know that they could get in trouble for pushing the issue.
Hell, if this was still in the game, I would actually use this regularly. But not for the damage, for the movement. In situations where you need to move, and are close enough to the boss, you could just use the AOE Dot to keep moving and save some of your toxicons or Phlegmas in-case you might need it later. Just need to make sure not to do it when you're too far away, or if the Dot is already on your target. This further enhances Sage's slim identity as a healer with interesting movement allowance mechanics, and a move that requires lower range.
Well now it's time to just speculate if there would be any changes for classes in prep for 7.15 but it in all honesty the only class to get any possible changes would be sge and smn.
We understand SGE is struggling as SCH is currently deemed stronger by the playerbase that’s why we have decided on these extensive buffs for SGE
1) soteria is now a 75% increase up from 70%
2) philosophia’s CD is now 2 minutes (note Seraphism will also be changed to 2 minutes)
We believe these changes will better balance the shield healers
Don't forget the 5 extra potencies on WHM/SGE DoT ticks. That will surely save the role. Yoshi-P promised us.
:v
A friend and me were trying to work out 'how much damage could you remove from PCT's Muses, to make 'the damage it gains by painting in downtime' lower, while keeping the overall damage output the same'
I think my maths came out as 'if you have an OGCD that can be used after Star Prism for 1200p, and remove 200p from each Muse (plus Mog and Madeen), it works out as roughly equal overall output' (ofc, raidbuff window means that 1200p is boosted somewhat and the maths gets wonky but I wasn't in the mood to get super-nerdy about a job I don't really care for)
The fact that you could knock 200p off of each of the Muses and they'd STILL be worth painting in full uptime, over a Subtractive Combo, shows how bloated the Muse potencies really are. They have no business being that strong
I think it's more likely at this point for SE to go 'hey SCH has Fey Illumination, and SGE has nothing as an analogue. Also SCH has button bloat issues, so let's delete FI to make the two more comparable. Also, I know we said SCH has button bloat issues, but remember to keep Repose as a button, it's very important. Also keep Summon Faerie as a button to press instead of making it auto-summoned as a passive, it's very important that a SCH who dies in raid has to spend a whole GCD to resummon, as well as losing their MP, their Faerie Gauge and their Aetherflow'
I think that the muses are also a matter of potency perception by the playerbase. I’ve seen many people lose their minds that the subtractive pallet combo is whack because it’s 4 hits in a row of an attack that has an on hit potency rivalling xenoglossy not understanding that the subtractive combo’s PPS is actually very low. I’m assuming the muse potency is partially to compensate for this, the perception of “if this was weaker I wouldn’t “feel” like casting this even if I know it’s a gain” because PCT is one of those rare classes where your perception of its relative PPS really doesn’t line up well with reality
As for SCH I can 100% see them acting like deleting illumination would be an incredible buff for SGE considering it’s the easiest thing to point out as a clear “advantage” SCH has if you have no idea why SCH is actually better and we all know Square has no idea why SCH is better
If SE knew how SCH even functions, they wouldn't consistently give SCH tools that completely delete a prior weakness.
SCH dominance continues because the dev team cannot understand why the job is even strong. Recall that they thought the SCH doesn't heal and the WHM was being forced to heal everything.
SCH lost its one true weakness years ago, we discuss how Seraphism deleted its movement healing weakness and expedient/seraph deleted its “everything has a cost” weakness but really SCH lost its true weakness when we deleted random damage out of encounters
SCH’s weakness always was that it really doesn’t handle random damage and out of pocket situations well. Who would have guessed when everything is planned to end GCD with no variation the healer that benefits the most from everything being planned ends up the strongest
As our queen once said- looks like it’s another 2 years of the chain strategum dictatorship
Exploiting that weakness requires damage to actually be threatening enough to pressure your resources. SCH's trouble with adapting to suddenly bad situations was due to the limitations of Aetherflow, but with the way they design fights now, even that's no longer much of a weakness.
A lot of the tools we get end up being so vestigial that if we ported SCH directly from HW into the current game, it would have no trouble healing savage. Imagine that, damage is so non-threatening nowadays that a lv60 job from 6 years ago can heal through it.