yup,your usual troll post i see ^^
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Yup, still casting Broil III and being ignore by SE. You know how it is these days.
Yet Live Letter for 5.2 is around the corner so time to make this place alive again. After all other jobs asked for changes 5.1 so who knows, maybe stars will align, karmic justice happens, hell freezes over and they adress sch, whm and ast actual gameplay there. Importantly not just in Ultimavages, but in everyday from level 1 fighting in the overworld, to solo msq to Gubal to Hades Ex to how they design them as a job.
Interestingly, if I can catch the live show, will try to pay attention to, if brought up, if they referer to ast, sch and whm by their job name or continue to adress them all as "Healers" because thats where I think SE's problem lies. Until they can start treating them as jobs first, role second we might still be suffering Male/Glare/Broil as our centerpiece.
Did mention in the Blu thread, just recapping here: As they announced BLU is not allowed in DF because they might lack spells deemed obligatory by the anonymous public and need to go to PF or premades for duties, I see no problem they could do this with previous expansions skillsets for all jobs. Let us mix and match and let lose in the overworld, PF, deep dungeons, Eureka and premades.
Even though I do want some positive changes to healers, I wouldn't bet money on them even mentioning our concerns in this next live letter.
Healers are going to be quietly swept under the rug until they bring them out again at the 6.0 fanfests and live letters.
Can’t wait for them in the next addon too give us old stuff back and call it the next step in healing or something, or some other hot garbage. Like giving sch fairy ui back and changing the cards back too old and sell it as new stuff . But too be fair it would really make things better.
At this point, I'd take that. If all they did next expac was give SCH everything it lost this expac, I'd be fine with it. But I'm 100% sure they're just going to take away more shit and then give us more heals we don't need. I'm willing to put money on them getting rid of Energy Drain, again, and this time we won't get it back.
That seems to be how they do things. They can't add things to jobs without also taking things away. This is why I don't like it when lots of changes are suggested and why I usually just want one change. Even more so that when they screw around with one job, they tend to - for the sake of 'balance' - screw around with another unrelated job.
CU's damage reduction sucks, in that you need to root yourself and do nothing else, for that to kick in and continue. Yes yes, it has its moments, but you could be doing something else like doing damage.
So him speaking on the CU changes like it was God's gift to the universe is silly at best.
I know they are going for least-offensive way of say it: "quality of life adjustments" "improved effectiveness" "adjustment to reduce busyness" as corporations and polticians usually do, say something without actually saying anything at all. Which works most of the time, leaves you unsatisfied but not very disappointed either which means they got away with it. Unforuntately I'm currently positively famished for something substantial and tangible and this will only continue if in 5.2 they only go "going forward our current viewpoint of considerate Healer playability landscape might not endure a temporal adjustment to overseing systems and functions with another stock of thought to outlying impressions. Our holistic apprack using Blockchain solutions will streamline the need for management visibility and Web 2.0 intergration fully." If they do bring up healers they have a golden oppertunity to forego buzzwords and straight talk about them like actual jobs.
I will have to find the quote, but same with what we got pre-5.0 about "Scholars just shield then stand around dpsing while white mage does all the healing." There is so much wrong there aswell as nothing more was elaborated on. This all just been supporting the idea they don't play sch, whm and ast themselves or are dependent on other people who don't play them either for feedback so much the idea has foundation, wine cellar, underground parking and bomb shelter. Until they prove me wrong and show a guy with "job designer for ast/whm/sch" on his t-shirt playing them nothing is gonna rock that idea short of an apocalypse, or calamity if you wil.
It'd require only something as simple as increasing damage intake and it's 'impossible' to change?
Changing it is the easy path; they've got to significant difficulties not to change it from this one very narrow scope of play.
I'm all for making healers' damage-dealing more interesting, and perhaps far more integral, but that's an almost entirely separate issue, and it's not like we can't have both more healing to do and our damage-dealing to be less brain-dead.
One has to go out of their way not to require significantly more healing be done than we have of late. One also has to place incredible limitations on the healer toolkit to keep damage-dealing so barebones. The damage-dealing can improve itself with a single expansion or hefty role-wide patch. The healing can improve itself with a single encounter.
i do not believe green dps is the only solution while dps is part of being a downtime issue it isn't the only thing that can improve healers.i believe if healers got their support identity more widen and themes more emphasized i think it could make the healers fun and engaging while retaining their original kit for now.
WHM- i believe if the blood lily concept will be introduced at level 30 and have more skills use the blood lily(not necessary new skills but also existing ones like glare or even fluid aura change when the blood lily blooms) ,it will make WHM more fun to play. the concept of healing contributing to dps is nice and if it also could be the other way around like using dps skills will shorten the lily gauge would give depth to WHM gameplay that it needed without breaking its norm right now.
i would like to see in the future the return of spells like protect,shell and maybe get reflect on him cause it doesn't feel like FF14 WHM is a true FF white mage without them, at least that how i feel :)
AST-better card system and AST could be perfect i think,SE need to rethink and redo their card system to work for all players(mouse & keyboard and controller).the idea is solid but the cards and their effects aren't there yet.
i believe if the 6 basic cards were to become party buffs like bard songs with varied effect(not necessary dps boost) could alleviate some issues AST has right now and wait until 6.0 to release a new system or rework the current one to be better used and fun.(someone posted that idea and i believe it could be a solid solution cause it will involve less target switching for controller users)
SCH-while i don't have that much experience with him his kit feels like the only thing engaging about it is the fact that his skills are more of a hindrance to one another rather then actually working along side or improving him in any way.Fairy delays are too horrid and it isn't a player management issue,it actually her response time as coded by SE.SCH feel like he needs more attention to how he works due to how clunky fairy and seraph work as well his resource management in a way.
i think SCH would have a better time if he could control his fairies gcd and ogcd and instead of auto embrace anyone near her just command her to use embrace on someone automatically instead like a toggle skill.
i think if SCH got his fairy management back in a way ,it will ease up their fairy response and improve some of their issues because any delays and ghosting will be a result of player managing the fairy gcd and ogcd timing and not the fairy own coded AI that delays it and while he controls the fairy along side his own skills will be giving them more engagements and stuff to do.
i also believe some skills are actually good in SHB as some said like recitation and even deployment tactics but others need to be looked upon like fey union or even emergency tactics ,i would even consider ED to be looked upon and maybe change to be like ACN ED cause it weird to me that the identical skill suddenly does a different thing despite SCH is an advanced class that inherit his skills.
overall i believe that SCH need his kit to looked at again while some points are definitely good in SHB ,it mostly has a weird source management and a feel that skills aren't synced to help each other at least in my taste.i believe ED need to retain ACN version and give stacks as well along side atherflow skill ,have his skills be examined again both in their effect and their resources giving more use for aetherflow stacks and fairy gauge use and lastly i believe that scholar need to control or should be able to command the fairy when to use her gcd and ogcd and not let her cast embrace automatically on her own but rather on command and with a target priority on that as well.
We live in a healing burst model MMO as opposed to a healing sustain model MMO (Such as WoW). Our healing spells are simple, potent and efficient and the damage comes in quick and scripted bursts.
In a sustain model, damage is lighter with some spikes but occurs at random. That forces healers to use their efficient healing spells on single targets, while saving their expensive blanket (which often do not heal the whole group, rather are limited to a fraction) heal aoes for party sustain, all the while keeping an eye on Mana (which last longer but also regenerates much slower) and resources. Bosses autos also hit hard and fill the healer's time with tank sustain.
Meanwhile, here we focus on specific moments of aoe healing burst during scripted raid damage and mitigation/shielding for the occasional tank buster. We then have long strerches of healing downtime where we are free to do anything else. We also have very potent MP regen abilities, very potent (and often free of cost) AoE healing abilities. Party damage taken is very low as often it needs to be avoided altogether, since taking damage from encounter mechanics will either oneshot you or kill the whole group.
If healers were able to heal through mechanics and actually "save" people you'd see a lot more healing in this game.
As it was the case before, each healer kit was defined by his lore, themes and previous class.
This expansion has changed/deteriorated that and we see it caused many problems because of the lack of coherence between their kit and their fundamental elements.
SE needs to look to all of this and rebuild each healer with those fundamental elements in mind to give us something engaging, fun and coherent.
Sadly they not care i fear, even DDs are not save of this, MNK got changed as example and the Quest still tells you that you get the ultimate kill skill, which was Touch of Death, but due the changes that is now the Fist of Earth.
The whole sentence inside the Lore and Dialog makes no sense anymore that way, and that is only one of many examples where that happened. The biggest so far is still AST wtih its cards, i never was a AST fan but it had high identity that way, now that is all gone, same for almsot all or at least a lot of classes now. Dumbed down to not overwhelm people who can't follow simple instrucitons, yet i blame also server lags and other issues in it as well.
Yet other thigns that got added never recieve a nice change at all, like PLD as exampel with Job gauges, PLD got one becasue everyone else got one but it never feels like of any use or that i activly use it like other classes, but that is besides the point now. But my main point is that SE not just has troubles with healers but with jobs overalll, wanting balance with things that not make sense. And don't get me started on the role skill mess or taking abilitys away to give them newer shinier classes instead to make them stick out. Lookign at you DNC as exampel, taking the buffs and procs from BRD and MCH partly. Or hell, SAM given a ONE MINUTE DoT while other classes before lost a lot of DoTs.
I've been doing the old EX Primals over the past two months, partly with a group of friends as they're leveling, and it's funny how many more spells I use in that content. Not more buttons necessarily, since I don't have five thousand oGCDs at that level, but different spells. Can't spam broil all day when oGCDs can't cover all the necessary healing. Despite being less powerful it feels more engaging.
Though the early EX Primals are disappointingly easy. Titan was only challenging because the other healer left early in the kill pull. Haven't gotten a group to stick for Ifrit or Leviathan yet to try out something harder.
Did they really just spend more time talking about butts than all the time they talked about the combined healers across all the combined 5.0 live letters?
https://cdn.discordapp.com/emojis/63...583832.png?v=1
Honestly wouldn't shock me at this point. Shows where healers are on the totem pole of the dev team.
@Grimgale Im not worried about how damage is dealt to the party, because its 100% same scrpted fights in HW, unpredictability of man in 24-mens and PotD notwithstanding, but difference is I remember that more fondly. Which I chalk up to how much effort I need to put in and whats missing. Two gcds vs Eight gcds before I consider Im doing my best to deal damage, add in aoe dance and party responsibility and its not even comparable. Most I blame SEs deprecation of classes.
In my darkest nightmares do I envision Scholar not being allowed to stand on the shoulders of Arcanist and be fantastic for it. How every expansion theyve shown no regard for how sch was affected with the clunky swap of Ruin/Broil and Bane alter when smn got dreadwyrm. I imagine this current iteration fullfills their deep desire for a "pure healer" to be put in a imginative game that isnt FF14 where I couldve healed my way through the story. Had sch never been a job on top of arcanist Id probably never play for this long.
Make no effort to hide I think it started to really go bad when they downplayed classes. Not only an incentive to see the game from a different role and playstyle, but because Arcanist supplied the tools for survival and fighting, then gave the tools to keep a party alive after. Which is why Id want to see classes in a bigge capacity again. If they can find the to Blu they can spare a moment to make sure the unlimited jobs thats been there since 2.0 got some thought spared to them.
Missing the start inbetween flights. Id say that is not surprising, yet will try to hide bile until they're done.
Curious to see if they acknowledge any points raise in hundred of post only from after 5.1.
To be fair... you already know the answer to this. go back to the general side of this forum and count back to when that change happened. That thread blew up instantly. This isn't even counting reddit or twitter... D: Tho to be fair... Healers are in a harder spot to simply fix and any major changes won't be until 6.0
I don't know, there wasn't a large amount of discussions about RDM in their forum section, and yet this what Yoshi will focus for 5.2...
No, it would require much more work than you think.
There are a lot of fights that rely heavily on one-shots or ring-outs. You can't heal through those. So existing and future fights would need to be redesigned to reduce reliance on these things.
All damage is scripted, and healers not needing to worry about random incoming damage is a big reason why we're able to spend most of our time DPSing. So you'd need to redesign all future and existing fights to include some randomly-targeted unavoidable attacks.
It's not as simple as just cranking a knob and making numbers go up. Our healing kits are almost as boring as our DPS kits, because they consist almost exclusively of oGCD cooldowns. Cranking boss auto-attacks up only means that now we're spamming Cure 2/Adlo/Benefic 2 instead of Glare/Broil/Malefic. Not only would most healing oGCDs need to be nuked from orbit, you'd also need to add more GCD healing tools, and probably overhaul how MP works in the process, to make GCD-heavy healing engaging. Besides which, there are too many situations in this game where healing just doesn't matter, usually because a failed mechanic will wipe the party anyway.
As others have stated, FF14 has designed itself into a corner with a reliance on burst healing. Breaking out of that corner means completely overhauling the role to match the sustain healing that you see in other MMOs. It would be far easier for Square to just make healer DPS more engaging or give healers some active support to do (though the latter is less likely, because support keeps going to Ranged DPS instead).
And as I keep saying, there is precedent with tanks. Most other MMOs focus on sustained threat management and sustained active mitigation. FF14's threat management is a button you push to turn on tank stance, and mitigation is all oGCD cooldowns, because tankbusters are the only things that need to be mitigated, and they're on a script. In 5.0, Square bit the bullet and turned tanks into Blue DPS, recognizing that the community was already playing them that way anyway.
At least with butts, one can claim that the forums were melting down over the issue.
I'd be more worried why Yoshida felt that revamping FSH, of all things, was more critical than fixing healers.
yes and it is absolutely infuriating that they did.they could have talked about any issue in length like egi glamor system ,missing primal weapons for the new jobs,maybe even more about sound effect and orchestration rolls but no they chose to talk about their freaking bullshit model ass on a fucking gear that you get from the latest alliance raid dungeon they added and go into full details what the problem with it is.
it really shows that SE screwed up priority system if they choose to talk about asses rather then issues that people been complaining about even before patch 5.1 .
Am i surprised by them not talking about healers much, nope
Am I disappointed by it, yep
I honestly think they have no answers to give at all they don't understand the problem people even have with healers let alone think they need to give them QoL or adjustment to make them more enjoyable.
Your evidence that fights cannot be changed to allow for greater impact from healing are... fights that have been changed to allow for greater impact from healing?
No, you don't. Fights don't have to all be the same. We didn't have to redesign all previous fights just because our toolkits changed with the new expansion. Likewise, new fights that might see more use of our GCD toolkit beyond our Glare and Dia equivalents would not require that we change all other fights. Things can create new precedents or return to old ones without having to copy verbatim the tendencies of recent fights.
I never said it was. I said they're free to make new precedents in fight design (in this case, as relevant to healing) whenever they want. Things change when and only when they don't do the same thing each time. They've gone out of their way to keep them the same. The haven't introduced a single unique healing or healable mechanic since HW. White Hole? We've had that Doom effect since WP HM in ARR. Split damage? ARR. Stacking DoT stacks? ARR. Nullifying knockbacks via shielding? HW.
Leaving one role as a shallow excuse of what it easily could be does not excuse leaving a second role in the same state. At best, this is a red herring.
There also were those enemies that had to be healed in Shinryu (SB) fight. It's not really a different healing mechanic though.
Healing mechanics are not what will make healing interesting if they can be solved by simply "healing more" or "healing this other target" . You essentially do that already with just a lower intensity.
That's why I personally think healers should get more active support skills to enrich their gameplay. CCs, Debuffs, knockbacks, stuns and slows, buffs, damage and healing weaving, position-based heals, position based buffs, channelling abilities.
We ofc have some of those "interesting" abilities already: Earthly Star, Soil and Asylum. Assize and Excogitation, Plenary indulgence and Horoscope. Divination and Chain Stratagem. But those are reserved for punctual moments. "Regular" heals are essentially identical between the three classes and conform much of the arsenal healers have.
Agreed. There are only so many directions in which to take healing. When healers can fully embrace being the far end of Support -- in a class unto themselves uniquely suited to healing, but still as just part of the overall Support kit, we might finally see healers feel engaged in any and all content, rather than reduced to 10% of their kit 90% of the duration of 90% of XIV's fights.
Now, that's not to say that healing itself has reached anywhere near its potential; one only need take a glance at other MMO's rotation-affecting passives like Resto Shaman's Undulation, or take a page even from Ragnorak Online to see how simple effects can lead to preparative, capitalizing, hedged-bet, or all-in interactions in healing. Undermechanics and gameplay-affecting passives are powerful tools for engagement.
I took some time to try to adjust to Astrologian's new game play but I can't seem to fake my enjoyment any longer. I've tried to like this new card system but I can't anymore, it's not fun. I miss my time extender buffs, I miss the variety of the cards and each one feeling special. I've grown depressed playing it ever since the expansion.
AST felt special and powerful back in stormblood, now you've just made it so stale and lackluster. I will be hanging my healer cap on the wall and switching to Gunbreaker main. Maybe someday I will return to be an AST main. But until Square Enix addresses the concerns of the healers, I cannot force myself to play something that I find no enjoyment out of. This will be my last post and I hope someday they can listen.
-Mitsuki
While I will always enjoy healing that statement needs backing up and several asterikses to it: I like healing under pressure. Standing still with no danger to myself and barely any to those around me is not my kind of healing. Is why I enjoyed Medic in Battlefields and TF2: could play any other class with gun and point them at other players, but added responsibility of trying to reach someone low on health or cross open field to revive/Ubercharge someone is the moments to live for. 2.0 showed me something else: Completely and utterly scripted fights, but a skillset that you always could squeeze more out of in interesting ways. I never cared that Mindflayer or Siren would do the same things at same moments, I was busy keeping dots up with cleric stance, manageing Aetherflows and keeping the party alive. That was the genius of it.
That was a dps class base with healer spells, abilities and pet hotbar on top. And worked really great and I think Scholar would still benefit great from some less oGCDs and more getting back in groove with it's old friend Arcanist. Would adding dps class to WHM and AST work too? I don't know. From the records here, AST had the same kind of core gameplay earlier, but the cards play a big enough role to distract from it. While WHM sounds like the progenitor of these issues and finally got something more, albeit at having to overheal for Misery and at the far end of the level scale. They wouldn't even have to have the exact base, something to make them feels like adventuring jobs and vocations first, healer when you need to keep someone alive. Just turn them back to 3.0, build from there and leave them mostly be. Then they can go wild and instead make all their bland decisions for a "Pure healer" for 6.0.
Far as I know, SE did once attempt to boast of a healing skillcheck, that was those Heads in Shinryu. As I should've known at the start of 4.0, it was another misbegotten attempt for 40-something SE to "how do you do, fellow healers. Here are some npcs you must heal, and fast!" and they never said anything like that again. Now the mobs before and TG himself are great, but then all 24-man are. Allowing us to have to have the combat suite, buff suite or card suite then the fights comes alive. firs you reach the point "Now I can keep this party alive and then some, lets see what else I could do." and those you wanted more out of it would find it and those that are happy standing around filling healthbars would have that.
Godspeed. My codex is traded for a fishing rod unless any friends need help. Breaking down fish for aethersands remains leagues above Broil spam.
Finally read the summaries and I do find themselves up butts, their own and 2Ps.
Love your new sig, Billy.
I feel like the core of Support is that it broadens your fight perspective. As a DPS in XIV, you want all this micromanaged setup to optimize your damage. Sadly, you rarely have to think ahead except insofar as remembering when not to pop a raid buff before a jump phase (whereas other MMOs do a far better job of making their complexity less scripted and therefore less negligible), but still, its depth is in its minutia, a sort of tunnel vision. Support, in any game in which supports tend to be widely praised, are playmakers of two sorts: they have strong enough utilities to swing or save a fight, of course, but they also interact with the kits of everyone else. They have to know their team or at least be ready to tally up the probabilities and be where they're most likely needed to do what's most likely optimal at the time. Even in games that ultimately devolve into hitting something til it's dead, with little real risk outside of blatant player errors, Supports can still be engaging as long as fights are intense enough that the risk of player error demands your attention.
Heck, take one of the seemingly simplest supports of all, Overwatch's Mercy: By swapping through a fireteam with your damage boost channel, each in just the moment before their projectiles are fired or their hitscan/melee hits land, you can put out some serious damage off just a 30% buff. The mechanic is just holding Right Mouse button or Left Trigger or whatnot on target ally, but it's potential skill ceiling is immense just because of how Supports can uniquely interact with the battlefield. Of course, the same goes for tanking (a joke of a mechanic in XIV) and suppression (dead and buried in XIV), but examples across any game that does any of the three well show that depth doesn't just have to be "vertical" or self-contained in one's rotations (and, more importantly, decisions made on the fly to optimize them); "horizontal" depth, whereby you need to both know and respond to your teammates' kits and opportunities, has tremendous gameplay value, too, if not more.
...Which, is why it so peeves me that this game continually tries to remove the awareness required for team play, save for in the few "stand in the right place at the right time" split duty mechanics, which someone just make the lack of awareness required in regular gameplay feel even worse...
Something simple but risky and makes an impact is a great way to go about it. As you said, foregoing healing in favor of damage stream and it might just take a moment without the constant healing for that party member to die. And you'd rather be behind a wall than peek down the hallway in fear of flying arrows or whatnot. Mercy's counterpart in TF2 shares these traits in choosing beteen Ubercharger and Kritzkrieg: Slower buildup resulting in eight seconds of invulnerability on you and target, absolutly invaluable to break a stalemate. Or faster buildup for 100% critchance on target for 8 seconds, but with massive sound cues and visual effect. Taking a risk by hunting down hurt enemies or get some free Ubersaw hits in can result in almost any other class one-shotting you, wasting everything you have charged, but you might just pull it off.
These are games with a lot more randomness and unpredictability compared to FFXIV's dungeons, bar Deep Dungeons and PvP, though the thought of being able to boost someones damage to ridiculues levels but at very great risk to yourself and healing. Although still carries the current problem of well over half my abilities does not benefit me in any way when I try to fight something, solo or in group and I'd rather see more spells on gcds and being less reliant on cooldowns to get anything substantial done. Turning that Mercy right-click on it's head and making it a self-buff at the cost of healing. I feel you on the 'vertical' part, which is probably exactly how I enviewed 3.0, as I could do anything, but expect from not dying the party probably didn't notice it beyond having Fey Wind up at times. Horizontal with things like Mantra, Convalesence or Defiance being active, reminding me to capitilize on it with Illumination or even Dissipation for larger shields that seems they specifically wanted to depart from in 5.0. Which I wanted to belive instead came at the change to make every job, even ast, whm and sch, more 'vertical', less buffs to line up or react to, but then we got what we got.
And lastely, is the kind of movement and respond to mechanics that's been in the game since it's reconception, yet they keep cutting back on our ability to make decisions on the fly.