I think thats the problem a lot of players have atm. Every patch feels like a minor patch atm.
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*looks at the rest of the thread*
https://i.imgur.com/4zw2rBN.jpg
Don’t mind me, just getting all the achievement main hands for crafters. Perhaps I’ll give Expert recipes a try and see how that goes. That CUL main hand is sick.
Sure, they don't mind as long as you keep paying. And you keep paying because if you "resub" for every patch (x.x0, x.x1, x.x5), you never stop subbing in reality.
Take breaks, go play other games, but don't forget to keep your sub rolling.
Yoshida is a lot smarter than most of people who keep quoting him.
Log in, do leveling and the new beast tribe. Maybe raid but since ult is almost dead, that'll be relegated to once a week for reclears.
Zzzz, idk if I'd want some freakish grind like relic or bozja that's just there to obviously bait more sub time but game does feel bland/dead. Wake me up when there's no huge gate on the next 56-man savage, raiding with the boys was a blast.
I understand that. After all many people that complain do it because they love the game and just want it to be better.
Yet next to those are people that have their "breaking" point for years now. And there comes a time where you truly wonder how someone can still play this game if they dislike most of the contents in it. They still give SE their money even though they greatly dislike the route the game is going.
So if they continue to do that why should SE ever change? They can completely ignore the forum and yet still get all the money.
As a house owner you cant take longer breaks without the risks of losing it. (Still at least a month is in it too) If you dont have a house though you dont need to be there every single side patch. You can easily catch up with the majority of the stuff months later.
No. I mean that they look for reasons to be mad and use irrelevant hyperbolic statements to refute every solution that you throw at them. They're complaining that the midcore mode is too casual but that they don't want to be hardcore. Instead they're moving the goal posts and insisting that hardcore is midcore and demanding that the current midcore content be overtuned so that they can engage in hardcore content without having to resort to the party finder. So many players complain that healers are in a bad place, but I have yet to see anyone offer a vision of what a "good place" for healers would be.
If I were SE, here's how I would go about making healing more of a challenge in regular content:
1. Delete Lucid Dreaming. Make resource management an actual challenge
2. Add more "DPS Buster" mechanics to the fights so that healers have something to mitigate other than raid-wides and tank-busters
3. Add more lethal debuffs to the fights to keep healers busy with dispels in addition to heals
4. Disable healer DPS buttons in instances and replace them with something like the Astrologian card system so that they stay busy while still paying attention to the party
If any or all of these sound awful to you, then either quit complaining about healing or present solutions of your own. I honestly feel that player complaints about the state of healing fall under the category of "you think you do but you don't."
Deleting lucid dreaming would make death overly punishing for healers+RDM/SMN, which would be extremely unbalanced. While healers do have ways of regaining mana outside of Lucid, RDM/SMN would be completely screwed.
It's a role skill. They just need to change the role from general casting to magical DPS. That having been said, it's also the only way to recover enough mana to sufficiently heal after dying. I'm not saying any of these were good ideas. I'm just trying to imagine what a world where healing would be a challenge in regular content would look like. The fact is that healing is so easy these days simply because players are really skilled. There's not much need for healing when everyone is competent enough to avoid 90% of the damage out there. To make healing a challenge, you need to make damage unavoidable and resource management painful. I don't think either of those characteristics make the game fun for most players.
It's almost as if , there is not an entire healer section on these forums, loaded with years worth of well thought suggestions that' worked out new skills, old skills, potencies, raid encounters, normal encounters, whole charts and all on what people would like to see... whole discussions, debates, agreements, disagreements... further discussions. Man... that healer section must be some random relic that refuses to reveal itself or something =/ ...
I look forward to the criterion dungeons, island sanctuary, new deep dungeon etc. They should hopefully be some longer lasting content than what we just got. Some solo harder difficulty battle content feels sorely lacking in the game atm.
Why does it matter though? Our only "job" is to provide feedback, the playerbase are not the ones who should think of solutions as they're not game designers.
Nobody is better than the players to identify a problem, but devs are the ones who should find a solution, not us.
Complaining is actually NOT the playerbase's job. As I said earlier, it's only when you give proper feedback that any kind of improvement can be made. You don't have to be a game designer to come up with a potential solution that the designer could then translate to function in the game.
Pick any controversial topic. Look at all the complaining that stemmed from it. What good did it ever do, as it never reached the proper channel? Whining here is the equivalent of yelling at the sky.
I think some of the issue is that there is no midcore content really. It's either content that you can do and consume easily like casual stuff or it's stuff that requires you hit your head against the wall and have to spend a large amount of time progging over and over. That's another discussion entirely though and I don't want to get sidetracked because I don't have the same level of complaints that some do in that regard, I am very much someone who enjoys doing the normal stuff over and over-
I think one of the big problems is that Square Enix clearly doesn't want to make healing a challenge in regular content. For what it's worth, while making it harder would please me, I can see how they would think it would just end up making healers more of a bottleneck because it is the case that some players are just plain bad at healers, same as with tanks and DPS. While I would love it if casual things were more heal intensive, I think this is how we would actually start to get a lot more vitriol towards healers who can't perform as well.
Personally, I don't hate the healing kit of healers, even in casual content. I've always said I support people who want to play this game "casually" (and I dislike this term because I consider myself a 'casual' as well despite doing "harder" content at times) should be able to clear the easy mode content and enjoy the story and the fun side content and everything. My problem stems from the fact that what I'm doing in casual content doesn't become more engaging in the harder content because they think the fight mechanics should be where the enjoyment stems from, not how the jobs play. Couple that with the fact that your DPS is required in that level of content, it just makes the problem feel awful because you're forced to start focusing more on that 1-1-1-1 button and less on the majority of your kit outside of scripted damage. It sucks knowing that using GCDs will hurt my team's ability to pass the enrage check, it sucks knowing that every second I'm not casting Broil, I am hurting the party by doing so. Rather than quote all of these, I'll just list by numbers as a response.
1. I wouldn't mind Lucid being removed, jobs like SCH already have MP management built in with Aetherflow, they could and should just return the MP refund back on ED too. Lucid already is just a button you hit on CD without thinking about at all, MP feels extremely vestigal on healers and exists pretty much just to prevent you from being able to chain res or chain spam GCD heals. I want more management on these jobs, so I would enjoy having MP management an actual mechanic.
2. I wouldn't mind this either. They seem to not want to do anything that would have some sort of variance in having to target other players that aren't the tanks often though, and I feel like DPS players would likely complain about suddenly dying because a healer didn't cast a shield or something on them. There's definitely ways they could do it though.
3. I wouldn't mind, I think they should get some more use out of Esuna. I would also like if there was some form of debuff management from the healers; I wish things like Virus had not become Addle for DPS, I rarely see them using it because DPS aren't focused on cast bars nearly as much as tanks and healer players are.
4. I think most healer mains would be fine if they just said "okay your DPS is just for solo instances and here you get something fun and unique for each healer to do instead of DPSing" because we want more to manage, we want interactivity, and we want to help the party in a way that isn't "hit broil/glare/malefic/dosis over and over"
We don't complain about DPSing because we want to do higher numbers, we complain because the game makes us focus on doing it as much as we can and they've made it the same boring thing on every healer. It's annoying and I hate that in the harder content that is supposed to push my knowledge of being a healer, what it really wants is for me to push as many Broil casts as I can while hitting some oGCDs.
The thing is though, even if they decide to have a radical shift from the healing design currently in 7.0, all of the old content is going to play like it does now. While having more fun in 7.0 is not something I would refuse, a majority of the content at any point is never from the current expac. So it really boils down to this:
Square Enix has a design philosophy where healers are pushing out as much DPS as possible, yet they refuse to make them varied or slightly more interesting for any of the healers - this is really dumb and it is part of the huge frustration with healers. I've said it before, I've made a thread about it in the healer role forum, and I'll say it again. Just add Miasma and Bane back to SCH and it would feel much better to play, even in casual content. SCH would have two DoTs on different timers to manage in ST encounters, and adding Bane back would bump SCH's dungeon AoE toolkit from 1 singular button to 3 because now Bio and Miasma could be spread again. Just this little would make Scholar feel varied to the other 3 healers, reintroduce some of its identity back, and give it something it desperately needs - more upkeep and management.
We ask for DPS not because we want to be green DPS, the game expects that of us and wants us to heal less the better we get. They adjusted cast times on our DPS buttons specifically so we can continue to hit them more while using oGCD heals. So they should at least make each DPS style on the healers feel somewhat unique too. I am 100% sincere and genuine, if they add Miasma and Bane back to SCH (without doing something equally dumb like removing Aetherflow/Energy Drain in exchange) I will never post on these forums again because I will be happy that I have more to do.
But it is. If I'm disappointed with how they managed Hrothgar hairstyles, telling them exactly that is how to get things moving. I don't need to provide a solution and I literally can't. I have no experience in 3d modelling and I don't know what are their unique limitations. Telling them that I dislike the result is the only relevant thing I can do.
https://www.youtube.com/watch?v=iewfOmHjwYU world first clear of A4s from a WHM perspective
this is what people want tbh. bring back the low duration DoTs make healers have responsibilities in mechanics. which could force them into awkward situations (notice the WHM taking far out orbs and the SCH instead being the one closer to the party since it can apply shields for orb damage). notice how much healing is having to be done not just on groups but single targets as well. fight design can always be better but instead they chose to simplify it to the point where even P1s and P2s feels kinda just like all other fights for healers which doesn't make sense a "hardcore" fight shouldn't feel the same to heal as a normal raid. and the amount of mechanics that have individual responsibility is nearly none or people cheese it. i mean ffs P4s p1 orbs can be cheesed by just having two people take an orb.
P3s towers are a great example of healers being forced into awkward situation each healer having to be on opposite ends of the arena. imagine if healers had lower AOE radius group heals each healer would have to make sure they can keep the group up and themselves. this is completely irrelevant cause healers have huge AOEs and increased healing during it but i digress)
i mean hell as much people hated bring back cleric stance and allow us to choose whether or not we want to see how far we can cheese lower healing to get even more DPS out if they wanna continue down this fight making philosophy
I've been playing this game off and on for years and still have plenty to do.
If you want a game that will act like a second job though, there are plenty to choose from. Many even have predatory tactics to nickel and dime you as well, if you're into that.
It feels like we're going in circles here. Here's how this discussion went:
Request: Make healing good again
Response: It's fine. There's just not much to heal because everyone's too good. Either run with random players or run high end content if you want to heal in fights.
Request: We don't want to make dungeons into high end content. We just want healers to be good.
Response: OK, then please explain what you mean by good.
Request: Here's a video of a world-first clear of a Savage encounter that illustrates how healers can be good.
Are you kidding me with this? If you feel that the current Savage/Ultimate fights aren't as compelling as previous ones, then I understand why you would be angry, but that's a whole other conversation that has nothing to do with the state of healers in roulettes. Roulette content shouldn't be inspired by world-first Savage clears. There's a reason that there are more views on Savage clear videos than there are actual clears.
Honestly, I think that the issue is that you've gotten too good at the game and have outgrown the midcore content, but instead of progressing to hardcore content, you want the game designers to shift the goalposts and redefine hardcore gameplay as midcore. The week that Aglia came out, my daughter was beating her head against bosses all day long, and I could hear the despair in her voice. The next week, she was doing one-shot clears and told me, "Well, it's fine once you know what you're doing." Then I came on these forums and saw players complaining that Aglia was way too easy, that the game had obviously been dumbed down yet again, and that it was another clear sign that the midcore players were being squeezed out. The fact is that normal Aglia is midcore. It's not casual because I guarantee the average player is going to die several times on their first play through it, and I guarantee that a casual guild going in blind would see its fair share of wipes. it's not hardcore, either, because it can be mastered in a matter of hours. It's midcore, plain and simple. There's no shame in admitting that you've gotten good at the game. If you're ready for the next step, take the next step. Don't wait for them to redefine the low skill portion of the game to match your high skill level.
just cause you seem to ignore/not understand what the implications of what the fights (even "hardcore") being simplified to a point that healers basically do nothing unique or feel like they're just healing a normal fight mean, i'll explain
let's take a normal fight. ok boss #645 which is already stupidly easy for 90% of the playerbase cause it's MSQ content. and then we release a hardcore version of the fight that is boss #645 but with maybe a few new mechanics if we're lucky. no new variance or ways to make each role work for their damage/healing. then the fight designs themselves are the issue which affects ALL content even MSQ. and this is why people say we've gone too far into simplistic combat cause any slight uphill battle is met with complaints and people saying it's too hard zodiark, phjoinix savage, and endsinger EX being prime examples which if you notice is from all "difficulties"
if the hardest content in the game is boring to players of a role imagine how they feel in normal content where it's somehow even easier/more boring than the "hard content". now the issue is if we increase normal content difficulty we also then have to increase harder difficulty content as well. to make up for the difference which then leads into what this game tries so hard to avoid and thats having alot of content for "hardcore" players only.
the easiest way to avoid this is instead focus on healer kits and make the downtime they have more fun since all healing is scripted anyways. thats why people say they don't want normal content brought up in difficulty. cause of the repercussions it'll have on difficulty scaling as a whole which will go against the games "motto" of everyone basically being able to do everything (unless your ultimates ofc). and making kits slightly more complex for people who are a bit more experienced for healers won't affect normal players since once again these fights are made with literally worst DPS comps imaginable in mind and healing will still be scripted/plannable. even something as simple as shorter DoTS would add alot of (artificial) busy work for healers but it's still better than now.
How the discussion actually went:
You are correct it shouldn't be inspired by either extremes of the spectrum.
It's casual. Dying/wiping is not a punishment it is merely a response. If it wasn't casual you would see raids timing out like back in thunder daddy.
If you can finish something blind in one lock out it's casual.
this is kinda what i mean by any slight uphill battles is seen as too difficult or people complain about them. wiping is not a bad thing the only time wiping was really a bad thing was back before we had CDs reset on wipe. but since hten you literally lose nothing but time by wiping and if you wipe you learn from it what could you have done better what could've the other 7 people done better? etc.. then what you're supposed to do is interact with the other players (this is an MMORPG after all) see if y'all can't come up with a plan or something. you talk about it and repull, you wipe again you learn new stuff or somebody messed up thats fine. you keep repulling and learning/adjusting thats literally trial and error. but nowadays it seems like if you spend more than like 3 wipes in a non prog instance or MSQ content everyone leaves instead of just you know talking it out.
It's funny you should bring up Orbonne because there was an actual attempt to bring challenging content into the roulette and we can all see how that turned out. Anything that is not face roll easy and quick is immediately scorned by usually the raiders first, since they only want roulettes or anything that isn't savage or ultimate to be quick and easy.
They would need to do a seperate roulette with applicable rewards to get people to want to do more challenging raids. When there are easier, relatively quick instances in the same roulette as more difficult and/or lengthy instances, people will typically opt to just do the quicker, easier content. Especially when it is a daily.
Thats fine...until those same folks complain that there's no hard or time consuming content in the game and that the daily grind is repetitive and boring. I'd yell from the mountain tops with glee if I ever got Mhach in alliance roulette. I've been super lucky lately but like the last 3 months have been pretty much LoTA or WoD.
honestly ARs shouldn't be brought up in any discussion of difficulty cause there's too many player variables for one person to be impactful. comparing even trials to ARs you contribute 1/8th of the team meanwhile ARs you contribute 1/24th of the team not to mention with invulns and multiple healers alot of mechanics built around having 24 people. without purposefully forcing them seperated of course, like triple tank busters, or alliance wide heal checks are basically none existant. if we got rid of the forced party split segments you'd legit just have a 8 man dungeon which is the issue. we need more mechanics like cerberus belly but instead of making it mandatory make it allow the party to clear faster or skip a phase/attack. or make more mechanics that don't rely on randomly splitting the groups up to make it feel like you need 24 people
humor me for a second here cause i actually had an idea for an AR savage so to speak using the warring triad (three deities three parties makes sense after all). the overall fight would increase in difficulty as the fight went on. for example once you kill sephirot he splits his power between zurvan and sophia now for example not only will the alliances have to deal with the matching fire and ice mechanic but also adding a knockback mechanic in the center of the arena. once zurvan dies all the power will go to sophia who will be "balanced" unlocking the full potential of all three of the warring triads abilities and how best to utilize them. we make them kill certain bosses first by introducing mini enrage timers that start with sephirot, then zurvan, then sophia.
how you ake the fight not need a party to split up to benefit from it is adding mechanics like jumping on zurvans back while he charges a raidwide cleave dealing enough damage to him makes him miss and slap into sephirot who will miss his knockback and hit off the arena. you skipped both mechanics by people not necessarily a specific alliance party. but anybody who doesn't mind wasting potential damage on sephirot to hop on zurvan while everyone else focuses sephirot. how you make it feel like you need 24 people is through the scaling so you need 6 or more people on zurvan to even barely cut it close. which would be nearly impossible for most 8 man parties.
you could have sophia apply balance of the scales on every player and when a portal appears to a triads arena if you have more than 8 people in there the mechanic becomes impossible to do. this helps prevent the other issue of everybody just walking into the portal to get it done faster, in the case of zurvans portal where you have to stop his summoning of the meteor (killing the summoners in his arena) which will drop everyone to 1 HP with a sophia raid wide coming out. so it's not technically necessary but your healers have gotta be on the ball to not wipe. sophias arena would force players to balance out after seeing a prievew of meteors. so if there's 2 blue meteors on one side and 2 red meteors on the other. you need 6 players on the red meteor side and 2 people on the blue meteor side. at this point in the fight we would be dealing with the sephirot fist stack mechanic (zurvan then sophia would be using this once sephirot died) with a wind wisp that requires 12 DPS to kill which once again makes he portal not needed. but if the portal is done successfully the arena will tip up (nobody would move think of you just falling in place). which would launch his fists back and skip the mechanic allowing those 12 DPS to keep attacking the boss. sephirots arena would utilize his green and yellow mechanic. players would see yellow and green markers when the portal appears and get equal numbers green and yellow colors. the 8 who go into the arena have to deal witht he actual green and yellow mechanic (yellow take the phys hit AOEs green take the tethers) if they all survive the mechanic then green and yellow markers will dissapaear and reappear on zurvan and sophia (then only sophia after the other two die ofc) and deal a moderate chunk of damage to them while skipping the mechanic.
if we really wanted to keep a force split the party i also have an idea for that if you're interested.
This is actually a good and important question.
Complain about there not being much to do thats worth your time...but what IS that exactly? What IS good enough content that would hold your over for 120 Days/4Months?
If its not already in the game...then what are you looking for?
What the hell man? I already finished all of the 6.15 content in 1. Day.
For .x5 content, this is too little to do :(
I think calling Beast Tribe quests long lasting content is arguable, because it literally prevents you from doing it more than once a day.
Sure, it gets you to log in, for the 10 minutes you spend on the daily quests. It is however easy exp once a day which gives it some longevity even after you have max reputation, so I'll give it that.
People will complain about anything and everything, a daily roulette isn't 'required'. I don't do half the roulettes available when I am actively playing. Either way, I was just making an example of how it could or would have to be done, because just having them added to the current alliance raid roulette is no solution.