Correction, the actual statement was "We're not sure what else we could do for SCH." It wasn't the healers in full, but SCH in particular they referred to.
LOL. I thought it would be like those The Balance job guides I used to read on healing. This is pretty straightforward with the spicy food analogy. No, that's just them intentionally misrepresenting you. I can't believe anyone with a head on their shoulders could misunderstand what you just told me. I think this type of healer design is much MUCH more healthier for the playerbase than whatever mess we have right now. Also, HALO? Damn.
There's really no reason for healers or tanks to have such dull dps kits.
At the end of the day, everyone contributes to a dps check because that's the only thing that matters.
Why not make it less boring to do so?
The gameplay dulling is starting to trickle down to the dps jobs and now ppl are really freaking out as if healer and tank weren't suffering for 3 expansions now.
And telling folks to do ultimate content for more engaging healing is such a kick in the face.
Because apparently, despite tanks having such crazy amounts of selfhealing and an actual damage rotation (which is not part of their role's duties), and DPS having selfhealing, self mit, party mit (which is not part of their role's duties), the moment we suggest that healers get to have a damage rotation on par with tanks, suddenly the 'holy trinity' MUST be respected. And yes, when people have suggested 'what if the healers had a DPS rotation a bit closer to tanks', certain individuals have twisted it and parroted 'nobody wants to have the stress of doing a DPS job's rotation, while also juggling healing'. Yeh, that's why we aren't asking for a DPS job's rotation. Is it any wonder Yoshi doesn't know 'what healers want' when people who want to keep things as they are now (because it benefits them to have zero skill ceiling) keep muddying the waters?
If anyone wants to explain to me how a suggestion of mine, to change Dia from 30s to 12s (rescale potency), and add ONE GCD with a 15s CD on WHM makes the damage rotation for the class as complex as something like 'fully optimized DNC or MNK' I'm all ears
I kind of find the constant addition of NPC/Trust healers having more support and DPS capabilities massively insulting, because it makes it seem like that's what they want healers to be capable of doing but feel the player isn't responsible enough to handle them.
'Let's have the healers able to cast powerful cool spells like Flood, Quake and Death!'
'Uhh I dunno boss, that sounds too complicated for them, they might get confused and not heal, which is their duty after all'
'Oh no, you misunderstand. I mean then NPC healers, for the new dungeon NPC thingy we're making'
'Ohh gotcha, yeh ok no prob. And for the 'player healers'?
'Same again, +10 potency on the nuke, and some kind of healing skill or two. Get the interns to come up with a new way to disguise '10% mitigation' as a new thing again'
He's saying you are ready for Ultimate. That's how progression works. You master one difficulty and go on to the next. I know I'm not ready for Ultimate, but people who care about difficulty should be proud to know they are ready for it and that Yoshi P gives them his full endorsement.
Unfortunately, Yoshida does have to make decisions that ultimately do not 'harm' the overall gaming experience. Prime example is when healers used to need to turn on cleric stance in order to do damage at the cost of lowering healing output. For some on here, it was obviously not a big deal (or they will say it wasn't), but he has the numbers and makes decisions accordingly, so it eventually got changed and ultimately removed. Same thing with tanks needing to level other tanks up for provoke (DRKs without provoke was a fun time....).
This also applies to content. I'm sure some people remember how 'hard' Titan (Hard) was for the majority of the playerbase when it first came out and people started getting PTSD when Titan (Extreme) got announced. Whether people on here agree with it or not, its just a decision he ultimately has to make.
One thing I can respect about the man is that he's straight-forward about it. He admits there will be content that not every can do or content that not everyone wants to do. That's just the price for trying to create a space for everyone to play in. The only thing I personally have a problem with is the reward/gearing structure being so boring for the sake of 'balance.' Still could have gear sets.....
He would have also had the numbers that showed that in SB, WHM was far far behind the other two healers, despite their plan of making it follow a 'pure healer' model (ie, it focuses on healing, not so much on damage). Rather than accept defeat, that the plan was the trash garbage it is, they instead reworked the other two healers downward to what WHM was, because of some BS numbers they 'had' about how SCH was forcing their WHM cohealer to do all the healing (SCH was out-HPSing WHM in high end runs at the time, and that's before the 'mit counts as HPS' change on FFLogs)
They need to remember how they even got the game to come back from the brink: by admitting they were wrong. Rather than insisting on another 2 years of 'lets split the healers into Pure and Barrier' and then having the only 'heal checks' that matter be mitigation checks, admit now that it has been a failure (as we could have told them the moment they said they were going to do it), and start working towards making the healers more interchangeable. Some might complain that 'oh thats homogenization', but I would like to know, why is SCH SGE a perfectly functional comp, but WHM AST is not? Why is SGE and SCH able to have such powerful flat HP restoration like Recit Indom, or Pneuma, but WHM isn't allowed Stoneskin anymore? The 'split' only benefits one side of the split. If this is the result of us doing the 'split', I'd rather just get rid. I'd rather see a game design, where it's equally likely that the world first for the 7.0 tier is WHM AST, or SCH SGE, or SGE AST, or whatever comp all equally possible.
They said they were going to split the tanks into MTs and OTs for SHB, with the OTs being more focused on utilities to help the party/the MT like Cover etc. That didn't happen because they realized it was a bad plan, and I respect them for changing their minds on a bad plan. So the question is, can they now do the same with healers, realize that it's a bad plan, and go back before it's too late? Or will they double down on it, and make it harder to undo when they eventually realize that it's not going to work
Sorry for the late reply; didn't see your edit earlier.
To be fair, since they increased incoming damage to match, that much was largely lip service. "Don't worry, tank stance hasn't REALLY been removed; it's just passive now." But, outside of perhaps dungeons, the incoming damage was more comparable to the old norm (running without tank stance) or was matched closely by less damage taken by all other roles as well (i.e., just a basic content nerf, more so than a tank buff).
The main change of import to tanks was the same as for healers (if more noticeably for the latter): reduced agency and a lowered ceiling. Both, of course, were far from positive changes.
In regards to level cap dungeons, older trials, and other examples where max ilevel seems to eliminate most of the outgoing damage, what if the game went through an ilevel squish?
Right now, every even patch increases the max ilevel by 30. The former cap was 630, but now where looking at the newest raid tier where:
Crafted gear is 640
Tomestone gear is 650
Raid gear is 660
What if instead, ilevel we’re squished so that this gear growth instead looked like:
Crafted gear was 635
Tomestone gear was 640
Raid gear was 645 (weapon would be 648)
Naturally, all other sets introduced during a patch follow suit, like alliance raid gear being 640 in this example. If we went back and applied this growth logic to all past gear, that would crunch down the total ilevel quite a bit, and reduce the gap between min and max ilevel. This means damage isn’t as heavily trivialized. It also means content released earlier in an expansion doesn’t feel as trivialized by the end.
There are several knock on effects to this of course. It does make the game “harder” technically, and it would require rebalancing the numbers of past content, though that can probably be handled in a fashion similarly to the stat squish.
It’s a concept I’ve thought about in the past mainly because it never felt right to me how bloated ilevels have always appeared in contrast to our actual levels.
Honestly, I don't think it'd make any difference? In the end it's just number-aesthetics. The devs will decide the actual value of each upgrade based on what they think will be perceived as fair/sufficient (different concepts, I know) motivation for doing higher-level content; whether they compress the number thereafter or not will be irrelevant to the relative difficulty of content.
Assuming they follow through and reduce the 'real-(power-)earnings' rewards for past progression, sure, that may make it a little easier to catch up... but it's a harder way to do that than just decreasing the costs of uncapped tomes, making Normal Raids spammable a half-patch earlier, no longer requiring the last-tier Normal Raid weekly weapon drop for past weapons, etc.
And if the intent was instead just to limit how ridiculously we overgear content, the solution is simpler still: just reduce the maximum ilvl before sync.
When we would otherwise hit 4-digit item levels, I expect to see former gaps of 10 reduced to 5 and former gaps of 5 reduced to alternating 2s and 3s, sure, but... I can't think of anything that uniquely solves beyond keeping that little number in the corner of our Character Sheets from overflowing into another graphical section, if that's even a risk.
I was thinking your stats would actually reflect this shift. For example, if we look at The Aetherfont which has a minimum ilvl of 605 and no ilvl cap... The 605 healing coat, the Manalis coat, has a Mind stat of 293. Meanwhile, the 650 Credendum healing coat has 374 Mind (Eorzea database isn't showing the 660 gear yet). This is a difference of 81 Mind, but if the stats are also cut alongside an ilvl shrink, the equivalent of the 650 Credendum coat would instead have a difference of 41 (rounded up)--a Mind stat of 334 instead of 374. In other words, the difference between your stats at minimum ilvl and maximum ilvl would be halved, shrinking how much more powerful you can get over any given piece of content.
I agree that that should be done, but that would require that the devs who have thus far run this as one of the most time-gated treadmill-ish of MMOs would be comfortable halving the size of the 'carrot' they offer for progression.
You can impact those stats without impacting ilvl, and similarly you can impact ilvl without impacting those stats. They're independent from one another.
For my part, I'd be happy just reducing the maximum ilvl for most content, especially that of key story encounters (think Loldon and Endsinger basically missing her final phase). Heck, I'd be fine with content having a maximum ilvl equal to or barely over what they reward.
The completion rates of ultimate are proof that the vast majority of the community are satisfied by the gameplay presented elsewhere. The minority is small yet very loud but that will not change the fact that Square Enix has the statistics to know that they are doing a fantastic job.
We should in my humble opinion bring down the difficulty of future ultimates or allow players to play through them unsynced. The difficulty is much too high for the average player and the content is being wasted when only a small minority completes them. That same minority raises their fists and voices at Square Enix despite the content being crafted for them. The wider more casual audience would be much more appreciative if given access to this content instead of being gatekept by the hardcore elitists.
I think the difficulty of all content should gradually be scaled up until people with room temperature IQ are no longer capable of playing the game.
Correction. People play the story and then leave for like 2 years because the rest is not engaging enough once you've experienced the last cutscene. I don't see why we can't have both. What does a single player MSQ enjoyer care if optional content requires pressing 1 2 3 *and* 4? Yet we all have to play with homogenous jobs for some reason. To be fair, the homogeneity only comes because raiders would otherwise pop a coronary but the point still stands. lol
I like that everyone is absolutely incensed at Yoshi-P telling them to play more difficult content, then when someone disagrees with them it constantly goes to ‘but have you done [high level content]’
Yoshi-P literally hit forumers over the head…with their own hammer
What is considered engaging healer gameplay though? I started playing AST to have a leveled healing role not long ago, took it to 60, and I haven't found issue with feeling I'm necessary in Normal content. I like healing/buffing the party and saving it from otherwise bad situations. The average player NEEDS a healer for Normals/Extremes.
Ironically, as far as I understand, it's Ultimates where Healers end up being booted in order to clear things faster, since High End content incentivases avoidance and pixel perfect gameplay since one mistake means a wipe. Your role as a healer doesn't matters because you can't turn the encounter around.
It helps to go back to the source quote to understand the context and what is actually being said: Interview Link
Re: Healing requirements in Asphedelos Savage (P1S-P4S)
"I want to emphasize that we've done the same as we did in every previous expansion here, and that's at the start of every expansion we sort of hold back on the difficulty for the raid in terms of damage taken and damage dealt and that sort of stuff. We make it a little bit easier so that as many people as possible can clear.
You're probably comparing the raid as it is now to what you had in 5.4, but you have to remember that it's 6.0, we added new jobs, and we're still balancing things. We want to get people a chance to clear if they possibly can, and then from this point on we will raise the challenge level in part 2 and part 3 of Pandaemonium.
I think if at that point if you're still unsatisfied, and are thinking healing is too easy and I want to feel more like a proper healer, definitely try the ultimate content."
The comments are addressed specifically to midcore healers who were complaining that the healing checks in Asphedelos Savage were too easy. If you're in the group of players writing off Savage as being 'hardcore' content, you're really not a part of that conversation. The same is true if you got gated by fights like P8S and P10S. There's no point in suggesting that someone attempt to do an Ultimate when they're not even capable of clearing Savage. There's no point looking at niche cases of skilled players doing non-standard clears if you can't do the base content yourself.
No, the core issue is that there are a lot of players that are afraid of making the jump from casual to midcore content because that's when you start to have personal responsibility and wipes. And that's entirely an ego thing that you just have to get over if you want to have a proper challenge.
Do note though that, at least as I Recall, the original question submitted was more about healer Engagement overall with raids as an example. Which was then basicly butchered to 'why is healing in p1-4s easy'
What I underlined was not the core issue. As I recall, and as Sani said, the core issue was overall healer engagement . It's not an "ego thing" to not want to hit a single skill for the majority of an engagement. It's not an "ego thing" to be told to switch to another job if it's a slog to do any solo content.
There are many threads that I could quote, here's one from the healer forums https://forum.square-enix.com/ffxiv/...-Hello-Yoshi-P
I think one of the best parts is that in the digest that they released after this live letter we have this https://forum.square-enix.com/ffxiv/threads/456921
I wonder if they were aware of how bad the original response sounded and here they are trying to spin it in a more pr friendly manner.Quote:
A: We hold back on the difficulty of the initial Savage raids of each expansion to allow more people to clear, which goes for Asphodelos as well.
I imagine a lot of comparisons are being drawn between the current encounters and the Savage encounters added in Patch 5.4, but the difficulty will be gradually increased as players get more comfortable with their jobs again. But should you yearn for more, please look forward to Dragonsong’s Reprise (Ultimate)!
If anybody wondered, -this- was the original question.
not only i hope they fix the braindead classes but the leveling experience in general, doesn't matters how many buttons there are in the game if you will be pressing 1 2 and 3 mindlessly until you reach lvl 50
can't speak for everyone but if i had to guess, don't think new players find the idea of spending more than a hundred hours with such an unengaging low level combat appealing
Though that sounds like the perspective of someone who’s used to MMORPG or XIV in general. If it’s for a sprout that just dipped their toes in, ARR is still training wheels. While low level is unappealing, I believe the issue is more you only have 1 button and 1 DoT as a healer. ALL THE WAY TO LEVEL 90. That kind of experience annoys the crap out of people because all you get are healing tools.