What is not helpfull ad irritating, is you polluting posts about subject that you don't care about. Let us discuss healers problems homewer we want and go elsewhere please.
Much appreciated.
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It also doesn't help that forum block list is as helpful as in-game's in quality. All it take is one person to reply to their post, then their supposedly unseen takes are laid bare before you lol.
Furthermore, supposedly in an ideal situation, everybody just congeal into that one page with 1000+ pages... need me to remind people that they too had a history of 'crapping' that thread with their performative care routine such as "Y'all still going on about this? ; Dev don't care lol stop necro'ing" (paraphrased)-replies. Round and roouuunnnd we goo lmao.
Also btw, asking people to convince you (general you, not specifically to you Aidorouge) in a forum of all place is a peak comedy. This is where people gather round to make their points & view upfront. People know your stance(s) already, there's only a very slim chance to convince a poster the otherwise. These posts of ForsakenRoe are meant for the dev and future readers - they are the main audience, to get them to agree and chime in; or disagree and present an idea of oppositions. There's no point in wasting time solely to convince a single individual in such space.
I personally don't block people like those because I find their circular logic and obvious hypocrisy to be fascinating to watch. I constantly wonder how long it'll take for them to realise how much of an embarrassment they're being in public.
Idk, it's just funny to watch.
It’s hard to claim credibility for “put it in the megathread” when all your posts in said megathread are various ways of saying “shut up”
I'm clearly more interesting to talk about than your endless rehashed, "let's make a new thread that surely won't be endless and rehashed" discussions of healing and its issues.
Oh, and for the record, i do NOT wish that the aspects of the game you enjoy are riddled with unresolved issues for years to come.
I guess you kinda have to attack me personally though. I get it. You don't have an argument for why you should crap up the forums, and thats sad for you.
Imagine healers actually being the future of all jobs in this game.
4 buttons, the rest being all about moving around DDR style.
You know what, I'll toss you folks a bone. From today's date, I will stay out of all healer threads for one month.
No, really. I won't comment on anything.
So in one month, I'm sure I'll see that having lemme count...
Three active threads about #healerstrike (lmao) open was in fact totally the right call, and ever so much fresh and worthwhile, game-changing discussions were had, and ill know i was in the wrong.
Ready, set, go.
Thank you for reading! IMO, one of the biggest priorities in potential adjustments/reworks, is to make sure that, even with added complexity to optionally interact with, the base kit is reliable and simple, such that a newer/less-practiced player can fall back on something that they know will do the healing job. By doing so, it gives said player more confidence in trying to stray outside of the tried-and-tested comfort zone they're used to, and experiment with more of their kit. And hey, even if they decide they want to stay in the comfort zone and not experiement, the potency balancing on things can be tuned such that doing so is less costly to their damage (compared to currently)
So it'd be a 1-2-3 combo (like PCT), which procs a 4th button (like PCT's White Paint), which then gives a 5th button after 3 uses? Hmm, I could see them doing the first part, but I think the second part (charging Blood Lily) wouldn't work out so well, because the whole point of the Blood Lily is to be a refund mechanic to remove the 'punishment' of healing with Lilies. This would massively increase WHM DPS, and might also cause them to want to avoid pressing their Lily heals again (after all, why would you want to use a GCD on gaining a charge, when you could spend that GCD on either Glare X which does damage and gives a charge, or the 1-2-3 combo that does damage and progresses you towards another use of the Glare X)
As for my personal take, while a 1-2-3 combo could 'work', I much prefer the granularity that a 0-100 gauge offers, and how much more precise the gauge build rate numbers can be tuned with it. That's just me though
Like i said, it was really on the spur of the moment, i can be greatly improved. But i don't think that a second gauge, and even less another 0-100 is the right thing for the WHM.
And i disagree for the Lilies. Since you have additional way to generate them, you can mix healing and DPS to have acces more quickly to Aflatus Misery, so clearly upping your DPS and your mobility during the DPS phase.
One minor thing, the reason we don't have spells that go above IV is because the Japanese version doesn't use numbers, they use the more commonly seen base>-ra>-ga>-ja suffixes, it's why we didn't get Blizzard V and Fire V, but rather High Blizzard and High Fire, there is no spell tier above -ja, so they use a new spell instead.
There is an argument to be made that numbered spells are also traditionally FF since early localizations had to use numbers due to a very strict character limits of 4 on spell names, which led to numbers being used, you didn't even get Fire 2, you got FIR2 and you had to like it, perhaps that mood is what the localization team was aiming for.
https://i.imgur.com/dsK20bt.png
But I agree with you, the -ra/-ga are used in so many more games, and while -ja is sparsely seen, it's more that the final tier of spells is sparsely used period.
Something I find interesting is that, where FFXIV uses suffixes or numbers depending on region, FFXI actually uses both at once, by having the number after the spell denote its 'rank' (eg Cure 3 is stronger than Cure 2), and the '-aga' suffix denotes that the spell is AOE (so you could have both at once, eg: 'Curaga 2'). So the problem we sometimes hear of in FFXIV, where some players mistakenly believe that Cure 3 is better than Cure 2 'because the number is bigger', wouldn't happen in FFXI because it'd be called Curaga. It might sound odd to us because we're not used to it, but it could have actually solved a lot of things over the years if we had such a system here too. For example, we wouldn't need to invent 'High Fire', because it'd be 'Firaga 2' (with the spell we currently call 'Fire 2' being called 'Firaga'), same for High Blizzard, it'd be Blizzaga 2. And the Thunder line, instead of being 1/3 for Single Target and 2/4 for AOE, would be Thunder/Thunder 2, and Thundaga/Thundaga 2. On WHM, on top of the Curaga example above, we'd also have had Aeroga (Aero 3). And for things like RDM and PCT, 'Firaga in Red' instead of 'Fire 2 in Red' or VerThundaga instead of VerThunder 2 (but VerThunder 3 goes back to being singletarget)
Reason I find it interesting though, is that SE were very obviously trying to make 'FFXI, but again' when they released FFXIV 1.0, so obviously in fact, that we didn't have access to female Roegadyn or Male Miqote on launch because those options aren't a thing in FFXI either. So, if they were sticking so rigidly to their previous playbook, what made them deviate on spell naming nomenclature, of all things?
Even that runs into some likely points of confusion, though. Elsewhere, the norm was -Ra for AoE, -Aga for nuke, and -Aja for a yet more limited but powerful nuke/special-feature action (where said special feature may or may not be that it's AoE). Elsewhere still, being AoE may count as just another special feature, such that even -ra could be anywhere from a bonus DoT portion to a longer duration to the normal DoT ticking to the skill becoming multi-target or applying vulnerability, though usually at commensurate extra cost.
But yeah, especially given that we're in a game where the vast majority of horizontally slashing attacks are nonetheless AoE, a simple AoE vs. non-AoE designation would make sense, even if until recently things like Fire 1 and Fire III differed in function while remaining nonredundant.
Tbf, even weirder, 1.x still had some -ra/-na and -ga suffixes mixed in with its 1, 2, and 3. Yoshida then them swapped entirely to -ra / -ga only to then swap purely to I/II/III/IV with ARR... ???Quote:
So, if they were sticking so rigidly to their previous playbook, what made them deviate on spell naming nomenclature, of all things?
(Was also interesting to find unimplemented mechano-arcanist (Distaff-user), Gunner/Musketeer, and some sort of mace-user abilities among the mined 1.0 database just now. : o)
I think it was -aga : AoE centered on target -ra : AoE centered on caster
Well, I went ahead and added Nocturnal Sect back to the AST. The Macrocosmos idea is definitely a meta-shaper at the power level it currently sits at, but hey, potencies aren't set in stone, numbers are subject to tuning, and job effectiveness may vary according to player skill. It'd also definitely have massive synergy with WHM's Liturgy of the Bell, allowing you to effectively 'ignore' the damage of any one mechanic (at the cost of only being able to do such 'ignoring' once per 3min)
Also has to be remembered that certain mechanics would function very differently because of it. For example, while the current Macrocosmos (which is 'Diurnal' here) was able to delete the mechanic in P3S (due to the party taking 10m damage beforehand, leading to Macrocosmos 'compiling' 5m worth of healing), trying the same thing with Nocturnal Macrocosmos would not only not work, it'd be a death sentence for the party (as while it would reduce the 10m to 5m, it'd also store a DOT of 5m over 15s, or 1m per tick, impossible to heal through). This would mean that a Diurnal and Nocturnal AST would have to approach fights from completely different angles, and use their actions in very different ways, despite being the same job at their core