Just saying.
Please don't hate..:mad:
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Just saying.
Please don't hate..:mad:
They should instead really just get rid of Accuracy altogether. It's an uninteresting and unfun stat that's merely there to remove a penalty from our characters, and anything above cap is wasted. WoW removed it for all the right reasons, FFXIV should, too. It's probably my most wanted change for 4.0 at this point (since CD resets on wipe have been confirmed for 3.4).
Said this before but it's appropriate here:
The only healer that should get accuracy on their Cleric Stance is WHM. Something like +20%. AST and SCH have skills that increase their overall rate of accuracy, because they cannot miss (Moves that do not have a base damage, like Combust/Bio.) CNJ/WHM do not have any skills like this.
Since WHM is shoehorned into main healing, it has allot less to gain for fully investing in accuracy compared to the off healer role. If AST or SCH main healed with zero accuracy investment, they could at least contribute to dps with their zero chance to miss skills. (All raid tier healers should invest in capping accuracy, WHM should just get a reduction in requirements since they 1) originated the cleric stance mechanic 2) Have less time to utilize their accuracy 3) Have zero skills that can't miss. )
Just slap the medica trait onto the actual skill and trait cleric stance at level 16 instead.
As long as we aren't forced to sacrifice mind for accuracy, we are in an ok spot. (Relic has fixed that for allot of healers. )
Delete Accuracy, Make Healers Great Again.
No don't remove accuracy
Because it's not that much of a burden
And rmoving it would make dps overpowered which would lead to harder fight to compensate the huge dps gain
Well tank and heal would be overpowered too in fact
Because any off healer could go all the way with their high heal stuff (full of crit and SS)
Accuracy is the most unfun stat in the game =/ It's not about the power levels. Why couldn't they just repurpose it to be like the Balance stat from Vindictus, where the potency of each of your attacks falls between your Balance stat (which is under 100) and 100%?
Unfun yes, so what ?
If there were only good thing it would be boring
We must have penalty and contraint to make it work
It force players to think to plan and have fun doing it.
It is fine as it is
AND do not use other mmo as argument
As i always say it's not because a group of person do something that it is right
...
And the équivalent of Vindictus balance
Would be be FF14's determination
"Not that much" is still too much, and if that is the most compelling argument you can make for the stat, then you should really see the problem.
What. Neither is this true nor is anyone asking to get rid of accuracy without any other changes whatsoever to the game. Removing Accuracy would obviously go along with a general rebalance and rework of the stat system, which is already gonna be done for Parry. Why stop at that?Quote:
And rmoving it would make dps overpowered which would lead to harder fight to compensate the huge dps gain
You're making less and less sense. You admit it's an unfun stat, you admit it's a burden, but you still cling to the stat without any real arguments to back it up. Why?Quote:
Unfun yes, so what ?
No, we don't, and especially not in our gear choices, which are already limited enough as it stands. And not just that, Accuracy is a completely in-transparent stat because the devs stubbornly refuse to give any good information on it, so it's basically all guesswork. It's really just an arbitrary number, and as opposed to the other stats, were more usually means better, Accuracy does not work like that. Plus, the only reason most of us here understand how Accuracy works and why it is so important is because we either have previous MMO experience, or have the ability to use a search engine (or both). Nothing in the game actually explains Accuracy, or why it is the crucially most important stat for basically every combat job in the game, or how much you actually need, or that anything beyond the obscure caps that players need to experimentally find out is 100% wasted. It's horrible design and needs to go.Quote:
We must have penalty and contraint to make it work
Uh, yes I will use other MMOs as an argument, because it's completely valid to compare with and point to things other MMOs have successfully done, especially if the point being discussed has been argued in a very compelling way by the dev team of another MMO. It's why I linked the patch notes from WoD, the statement is in there. Please read it if you haven't done so.Quote:
AND do not use other mmo as argument
I'd rather they didn't remove it to be honest. It would, however, be very nice if they added accuracy to Cleric as well as some healer gear.
They plan to make the game easier, so at least this stat can add some depth to the jobs. DPS and Tanks actually need to formulate what gear sets they wear, even if it means having to take a dip in iLvl. Healers have to chose to sacrifice some melds, and iLvls for pentamelding. It's just adding a little extra to the thought process of progression gearing. Remove that, and with easier rotations and raids coming in future patches, things will get even more dull imo.
First I need to clarify that... yes my post was messy and unclear
The main point is that I don't want the game to go easier and easier by removing all thing that bother player...
If there is no challenge there is no game
The accuracy is there to force us to balance stat around it.
Without it everyone would go all Crit All det and so and so... there would be no BiS (which are merely best stuff to have with a working Acc)
As much As I like the Parry rework because the stat has not a clear effect on the mitigation department
I don't see a whole secondary stat rework needed
If you remove accuracy, this mean that the more or less 700 acc point everybody (DPS/Tank) have must be reallocate somewhere
=> Then adding that much is a DPS gain.
As I see it, accuracy is the most simpliest stat compared to the other
because it's simply the yes/no you're spell will work or not on the ennemy
Yes finding good number are some work, but it's only fail and retry... what we are doing endlessly in MMO
As I said you cannot compare those 2 MMO because they work differently (just... in the healing process for example)
it's like comparing banana and tomato... both are fruit, yet are completely different in their use *wink*
And even after reading the patchnote I fail to see their point
basicly it has been removed because it bother players... ?
and alongside with this removal they also made a complete rework of all stat and adding new one...
it's a 180° change
I don't see the point of doing that in FF14 since it work as it is
And also
http://i.giphy.com/3o6ZtcEsSNb0VbtWVy.gif
This is not because they did it that it is a good idea
=> the glamour book is something that I agree to copy in the opposite
I agree on putting an accuracy modifier on Cleric that would help now that accurary number are so high
but no about the Accuracy on stuff... the melding slot are there for that reason.
...
also I agree
since there is some adjustment that are made
Ok for the easier raid... why not
Ok for the jobs rework (new rotation always fun to learn)
No for the reduction of rotation (I don't know if that rumor is true, because interview were not exactly wording that...)
and yes accuracy put at least some challenge to build ourself
What. Again, if something is primarily a bother, it's bad design. Good design revolves around meaningful choices and risk/reward mechanics, not arbitrarily burdening the player.
Except Accuracy is not a challenge. It doesn't add any difficulty. It's merely annoying, and nothing else. Having to work around limitations and horrible design decisions is not actual difficulty. Difficulty should come from actually playing the game, not having to juggle around arbitrary numbers to even be able to properly play the game in the first place, because that's what Accuracy amounts to.Quote:
If there is no challenge there is no game
The accuracy is there to force us to balance stat around it.
Again, yes, the stat system as a whole needs an overhaul overall. I'm well aware that Crit is currently the godking among stats.Quote:
Without it everyone would go all Crit All det and so and so...
You're not making any sense at all. Of course there would be a BiS, and why would you even think this is an argument?Quote:
there would be no BiS
Then you're clearly not looking hard enough because the secondary stat system in this game is horrible, in-transparent, and uninteresting, with major design faults to boot.Quote:
I don't see a whole secondary stat rework needed
Why do you even apply this to the current game when I have clearly said that I would like this to be done in 4.0, and as part of a general stat overhaul. Of fucking course would removing Accuracy right now without any other changes to the game be a stupid idea. That's not what anyone is asking for.Quote:
If you remove accuracy, this mean that the more or less 700 acc point everybody (DPS/Tank) have must be reallocate somewhere
Err, so accuracy is the simplest stat, but somehow it's adding challenge to the game? Make up your mind, you're contradicting yourself.Quote:
As I see it, accuracy is the most simpliest stat compared to the other
Having to find out an arbitrary number by trial and error simply because the devs refuse to either flat out give us that number or implement a sensible way in the game to see whether that number has been reached is bullshit and is nothing but frustrating. In WoW, you at least knew how much additional hit chance you got from your hit rating (because the game told you), and you knew how much additional percentage of hit chance you needed to soft-cap, because the devs didn't make a great secret out of it and as far as I know, it never fundamentally changed until hit rating was removed. They still removed the stat.Quote:
Yes finding good number are some work, but it's only fail and retry... what we are doing endlessly in MMO
Yes we can compare them. Holy shit, the FFXIV devs even outright stated that they use WoW for inspiration, why would we not compare them? It's perfectly valid to do comparisons when talking about very fundamental game mechanics like stats and gear. Just because you don't like it doesn't mean it's magically not applicable.Quote:
As I said you cannot compare those 2 MMO because they work differently (just... in the healing process for example)
They removed it because it was a horribly designed stat which, yes, bothered players among other things.Quote:
And even after reading the patchnote I fail to see their point
basicly it has been removed because it bother players... ?
Yes, which is what I am asking for.Quote:
and alongside with this removal they also made a complete rework of all stat and adding new one...
it's a 180° change
It doesn't, that's why we're having this entire debate. That's why healers groan about having to meld Accuracy. That's what makes gearing up in this game shitty and restrictive. If you're unlucky, you might be sitting on hard-earned upgrades for weeks or have to rearrange your entire melds because you can't cap Accuracy anymore if you wear them. That's major bullshit.Quote:
I don't see the point of doing that in FF14 since it work as it is
What. And stop posting shitty meme images, they're not exactly helping you make any point - not that you had any to begin with, because all you're saying is incoherent, self-contradicting nonsense.Quote:
This is not because they did it that it is a good idea
Yes, to improve your character. And not to remove arbitrary penalties from it because of a shitty stat system, because that's what Accuracy is and always will be.Quote:
the melding slot are there for that reason.
At present, if healers alone could ignore accuracy requirements, you'd likely have to scale back the Cleric Stance damage bonus to balance it. Which I'd be fine with. Get rid of Accuracy as a stat entirely, and you'd have to rescale a number of things for the increased amount of actually useful secondary stats they'd be bringing in place of Accuracy. Both are entirely feasible, likely even... easy.
At worst, the removal of Accuracy would merely extend already existent imbalances in secondary stat scaling rates between jobs or exponential scaling within a given secondary stat in the same way that progressing further into any given expansion (and therefore secondary stat totals) would. These are already oversights that should be fixed in themselves, not used as a defense of flawed mechanics that partially hide them.
That said, I'd argue that Accuracy can in itself be made into a somewhat interesting stat, but only if it stops acting as merely a constrictor or obligatory expense. For melee classes, Accuracy can equate to gameplay differences; it determines whether you have full damage potential from all positions, ability bonuses aside. Moreover, having an Accuracy stat gives a means to increase damage by any under-accuracy allies through evasion reduction abilities such as Rain of Death. While the latter could simply be changed into a much more minor overall damage buff, it would then lose any sense of conditional use. Last but not least, the fact that above-average Accuracy (e.g. front-capping) might not be used in every fight gives some small sense of optional gearing — this can be annoying to swap around to some, but enjoyable to others. At that point it becomes an actual decision: do I want to reliably attack from a frontal stack or against mobs locked onto me, or do I want a bit more straight offensive potential in the form of Crit, Det, or Speed? It ends up your second quantized stat alongside Speed, increasing effectiveness mostly just at specific levels, to balance out the more analog returns of Crit and Det – only much more optional than the others.
Tl;dr:
My thoughts on the short-term is that only WHM really ought to have a Cleric bonus. If the Accuracy cap were baked into CS, then the damage bonus should be reduced to balance it.
In the long-term I'd like to see Accuracy simply removed, or require only so much allotment as would be its theoretical pay off in your most optimal secondary stat to be able to move from back-capped to flank- or front-capped. (I'd also like casters to use Flank cap instead of Back, just to be fair.)
The only class that should get acc on cleric is whm. Astro and sch has actions that has no acc needed and whm is always a main healer this will help with main healer to contribute to dps while not sacrifice mp. It better to hit a skill than miss cuz your wasting reasources
I remember before I even thought about going into Alexander Savage, one of my friends who raids a lot said to me.
"Your gear is no good. You need to put all accuracy on this and that item".
I said "Accuracy!? Why?? I think I never miss in Weeping City or Dungeons."
He said "To do Alexander Savage".
I said "So, if I put Accuracy here though, won't my healing ability decrease?"
He said "You need to DPS in Alexander Savage. That's why you need Accuracy."
I thought "Heck no. I'm not going to remove my Crit, Det, and Vit materia and replace it with Accuracy materia just for a couple of raids."
And I thought "If the DPS's DPS isn't enough, then there must be a problem with...the DPS..."
I find it SO strange that healers need to get Accuracy materia. I always DPS when I can, but as a WHM, I am usually way too busy healing everyone in just A5 to even consider entering Cleric Stance.
Call me stubborn if you'd like, but I don't feel comfortable removing materia that helps with healing to put in materia for DPS when the time spent DPSing in a raid is so little.
Personally, I feel like accuracy should make sense for physical attacks, but not for magic ones.
The thing with ACC is that you practically NEED a 3-rd party program to track misses -> figure ACC cap for the fight.
Accuracy doesn't really affect healing since 90% of your healing power come from mind and not determination or crit
If you're too busy healing to dps in A5S then your group is doing something wrong
There is a lot of dps windows in A5S because during almost the whole fight only MT and OT are taking damage and the group during choc therapy
If the MT is rotating CD correctly you can dps while his hp are going down slowly enough for you to top him after
(Plus if you're whm... Yolodiction is your go to healing for dps)
Making up for missing DPS from the actual damage dealers is not what healer DPS is about, though (unless you were doing A3s and A4s when they were relevant).
It's about reducing downtime and, more importantly, pushing phases, which can greatly reduce incoming damage that you would otherwise have to heal, or prevent mechanics that might kill people from happening entirely. As an example in A5s, if you have enough DPS (and you should at this point in the gear cycle, really), you can skip the first Prey by pushing Twinkledinks below 90% before it happens, at which point he turns small. You can skip a lot more in A5s, that's just the most basic example. This is true for basically every Savage fight to some degree, and it can be very important during progression because it can and does affect strategy for entire phases. To take the A5s example again, if you know you can skip the first Prey or are very close to it, there's no need to move him into the northwest corner on pull, which is in turn a DPS gain for the raid.
Also, Accuracy is the substat with the most gain per point in terms of overall performance, of which DPS is an integral part, whether you like it or not. The minuscule amount of healing output you lose from not melding whatever other substats instead is completely negligible by comparison. VIT is really the only exception (because it's a very high gain in survivability and was necessary during early A8s progression), but you can easily match Accuracy requirements for every content currently in the game while still melding your right side with VIT, either by putting 120 Accuracy on your relic, or by utilizing two pentamelded 220s (or some combination thereof), so it's really not an excuse not to cap Accuracy.
Then either you or your group (or both) are doing something wrong. There's a lot of DPS windows in A5s, even if you are mostly (or entirely) solo-healing it, provided you properly utilize all your CDs and your group isn't eating too much unnecessary damage. Outside of the concussion phases, the Shock Therapies, and the add phases, there isn't much group or tank damage going on, and a Regen and the SCH's fairy should be more than enough to take care of autoattacks from the boss, so you're free to Cleric away.Quote:
I always DPS when I can, but as a WHM, I am usually way too busy healing everyone in just A5 to even consider entering Cleric Stance.
But honestly, several of the things you mention are reasons I agree with why Accuracy should be removed entirely. As it currently stands, though, you meld Accuracy for Savage, or you go home.
Lots of free time for WHM to DPS in A5S. Some nice gains is getting it in your head that you are actually still doing damage to dinks if you have your DoTs up while are you are bird. Before any boost, ensure DoTs will last. Basically let regen do the tank lifting, he does crap auto damage when small and your main tank can practically do the entire fight without tank stance during those states. Learn to use all your cooldowns to maximum advantage. Whether it's Swiftcast your AoE healing early on, or to quickly Holy stun the snakes, then to go ham. Good party DPS means skipping the first boost, and killing before the piggie show.
Healers are never going to get free ACC even if they decide to continue with the stat in 4.0. He made that pretty clear when they just decided to nerf dungeon accuracy, to ensure savage end-gamers either meld it or tough luck. He did mention they are even going to add ACC to the SSS dummies for Alex creator.
Regarding vitality, it's value over the other side stats is tremendous in every floor, not just a8s. Survive-ability from hard hitting mechanics or extra splash damage from a botched mechanic is more important then a small healing potency boost det would give you, For example, a6s pre nerf was very unforgiving on vortexer transfers. The damage was severe and if the player with lightning or water dies it wipes the raid.
The devs decision to ease up on acc needed in dungeons and not savage raids is fine imo. Healers will have to commit and meld accuracy, not doing so isn't optimal. Having assize miss or having stone miss when putting heavy on a target is way worse then missing out on a small amount of potency that's negligible. Of course you can still meld crit and det after you meet the acc cap.
The problem with melding accuracy is that it's only a band-aid. The gap between base stats on armor and what you can meld is only going to get higher and higher. Eventually with the way things are progressing even with melding you won't be able to get enough accuracy to hit if your armor doesn't have any.
Barring getting rid of accuracy in general which I think is the better solution, and really only serves as a gate for how soon people can clear content, adding a trait for healers that gives additional accuracy based on their piety would also work. Piety on healer gear is similar enough to accuracy on DPS and tank gear in that you only want the very minimum that you need and then it's better to focus on DPS/HPS stats.
I still need a lot of practice in A5. I've only cleared it twice.
But now that you mention it, there are times when I could be DPSing there. Although I am worried about running out of mana from raising a lot. I never know when and how many people are doing to die.
When I said "if there is not enough DPS then there is a problem with the DPS (player)" I was talking about passing DPS checks. Like in Nidhogg EX especially.
If my group can't take down the 3 adds before time is up, even if no one dies, then the DPS just isn't putting out enough.
Actually, the last time I did Nidhogg EX, I was scolded for DPSing Nidhogg and the adds (even though no one died until the tower phase, when my co-healer died from super jump).
They said "There is no DPS check at the beginning. Also, you can let the DPS handle the adds. Just heal us."
But when the DPS can't take down the 3 adds in time, doesn't it make sense for me to DPS? I don't know......why I was scolded for that.
And, yes, some of my Stone IIIs did miss the adds. Still, I would have been even more upset if someone had said "Your Stone IIIs missed. If they hadn't, we could have cleared the adds. You need to meld Accuracy!"
I've seen DPS clear that phase many times without me needing to use Stone III. Why must I sacrifice my healing power to have higher accuracy, to clear a DPS check that DPS should have the ability to clear.
Basically, this kind of DPS check phase passing is what I was talking about.
This argument makes no sense if WHM is always main healer then how do they need cleric acc buff more? It makes sense for AST and SCH to get an accuracy buff to clerics as they are support healers. Although saying that AST lately is starting to become more on par with WHM.
Because:
1) WHM originated the skill. Powerful skills like these should be traited more kindly to their original class. 20% Accuracy would be a completely balanced trait. Just look at Pugilist.
2) WHM do not have any 100% accuracy skills, like Bio, Bio II, Shadowflare, Combust, or Combust II, which makes their hit rate much lower on average. The off healers WILL meld to accuracy cap, when some main healers will not, choosing instead to meld Piety. (Every 7.2GCDS youll cast Combust and every 12 Combust II. Over the course of 36 GCDs you'll cast Combust 5 times and Combust II 3 times. This creates a total of 8 GCDS that can't miss every 36 GCDS, which is about 22% of the time, effectively guaranteeing at least a 22% accuracy rate, which is why 20% would be just fine.)
They need it more, because on average, they will spend significantly less GCDs using their accuracy investment than an off healer. To a main healer, accuracy is necessary, but returns less comparative investment when compared to their co-heal.
While I agree that whm does get the short end of the stick as far as accuracy is concerned, the "auto-hit" attacks are not really a factor. That would be like saying black mages need an innate accuracy boost over summoners, because summoners have the same dots that scholars do that never miss. Those 3 skills (2 for ast) don't, in any way, allow for less accuracy to be needed. Giving a bonus to just whm, will just mean that other healers have to equip more accuracy to reach the same state, which is also undesirable.
If we're going to continue to have accuracy as it is now in the game, cleric stance and tank stances should just give a small bonus, so you can get by with less accuracy than you'd need otherwise. In addition, I don't like every healer effectively having to cross-class cleric stance, we should each get our own version, and they should be a little different, flavor-wise.
1. Give accuracy to healer gear for 3.4
2. Require acc melds on the healer gear to meet Alexander Savage requirements
3. Rework all secondary stats in 4.0
If you're not providing DPS in a savage raid when you are over geared, then there are issues. You're either being lazy, not utilizing mana/fairy/stances right, or you're solo healing. If you're solo healing or your co-healer is, then you better be providing good dps.
Gear needs the accuracy, not cleric stance. This will let a change happen for 3.4 be viable, and then accuracy can be changed in 4.0
All three healers should get the accuracy, hence basic accuracy embedded into gear.
Savage fights are not designed for anyone to have 0 dps. The better every class does, the less each class has to suffer or stress.
This next tier WILL require a change, otherwise gear you will have to suffer as a healer and not have BiS ever, so you meet acc requirements.
Nope, no more free accuracy on healer gear. Yoship said it himself they are going to avoid doing that again, and because we have materia slots now on tome and alex/savage gear that gives options for all types of healing play styles. Whether one wants more healing substats, or full-blown ACC to conquer savage content. It's a choice to make. The dungeon accuracy issue had been addressed by just nerfing the accuracy needed for that casual content. Players that want to tackle savage and extreme primals, and contribute to DPS, should obviously plan for ACC.
If anything Midas Savage had taught us, aside from having a 240 anima (which ultimately could play out to be a good investment for ACC for this last tier), to get full ACC in A8S you had to shy away from as much right side healer VIT melds as much as possible. Which in my opinion for progression is the best materia strategy aside from ACC. Being able to survive to see more mechanics you probably should have died to is like walking on water. BiS is determined by gear, not melds.
Agreed adding acc on stuff is useless since we can now meld which give a lot more (and not combine both... A useless non dpsing healer should not have acc)
Also seconding the VIT part
I did choose to wear a midan fending because VIT and ACC (+deter)
And it doesn't really bother for healing (you lose more or less 150/200 hp on a basic cure compared to an actualités midan healing ring)
No more accuracy could be fun! To make things more fun, let's remove the ability to move out of telegraphed AoEs altogether. :>
...Why should we be the only ones to know the joy of never missing? :D
I agree with what you are saying about original class getting buffActually thinking about it no they shouldnt, SE has moved away from classes now, new jobs that are added don't have classes so why should old classes get skills buffed originating from their base class. Majority of the time WHM are main heal in Savage etc with less wiggle room for dps compared to off healer. Originally I said AST too but looking at it now they will also main heal most of the time too.
At present to me it only seems worthwhile Sch getting an accuracy boost to Clerics others seem pointless (unless they fill the role more). All healers should get an ACC buff to help with the times they do off heal, I just think all healers should be as flexible as OT and be able to switch between both roles with ease and do decent damage. Without the need to rely on melds these should be used to buff our heals not our dps.
I know this is a bit old to reply to but, there is no way that would be balanced at all.
The reason is that Hit Rate does not start at 0%. The cap for A8S is only +22% over base accuracy for magic users.
The other thing is that while some of SCH and AST skills can't miss they are such a small amount of DPS that it can't be compared to a 22% Hit Rate.
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2.5s GCD (Cast/Recast)
Bio - 240 Potency over 18s = 13.33 Potency/s
Bio 2 - 350 Potency over 30s = 11.67 Potency/s
Broil - 170 Potency over 2.5s = 68 Potency/s
So say you were at 80% Accuracy for something and the Clerics Trait would bring you to 100%.
While your Bio and B2 would hit, your average Broil would only be 54 Potency/s (68 * 0.8).
That's a loss of 14 Potency/s which is greater than either of B/B2.
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WHM
A3 - 370 over 24s - 15.4 Potency/s (@ 80% = 12.32 Potency/s)
A2 - 250 over 12s - 20.8 Potency/s (@ 80% = 16.64 Potency/s)
Stone III - 84 - Potency/s
Stone III @ 80% Accuracy = 67 Potency/s
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Because WHM potencies are so much higher even @ 80% accuracy it's still higher than SCH at 100% accuracy. WHM just burns through MP.
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People have this idea that because AST and SCH have skills that can't miss that they shouldn't even stack accuracy, not realizing how insignificant that portion of damage really is.