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  1. #1
    Player
    Zyrusticae's Avatar
    Join Date
    Sep 2013
    Posts
    251
    Character
    T'rahnu Ihka
    World
    Balmung
    Main Class
    Machinist Lv 60
    Whether it's an organizational problem or not, let's be serious here: a mediocre healer can cause more disruption and more problems than a mediocre DPS ever will. The difference in the skill floor between the two roles is just way too friggin' massive.

    Two or three good healers is enough to cause a deadlock even against twice as many DPS, and that gets really tiresome really fast. Of course, the solution would be for every DPS to finally learn how to play their class properly instead of just banging on keys all day, but, uh, yeah, good luck with that.

    It would just be nice if a single good DPS held at least as much weight in a fight as a single good healer, you know? Maybe that would ruin the delicate balance and throw healers out of Frontlines entirely, perhaps, possibly, I don't know. All I know is that spending the entire match wailing on a team with a mere three healers and not making any headway is not much in the way of fun:
    (2)

  2. #2
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    888
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Zyrusticae View Post
    It would just be nice if a single good DPS held at least as much weight in a fight as a single good healer, you know? Maybe that would ruin the delicate balance and throw healers out of Frontlines entirely, perhaps, possibly, I don't know. All I know is that spending the entire match wailing on a team with a mere three healers and not making any headway is not much in the way of fun:
    Definitely get what you're saying, but there comes a point in skill as DPS (and tanks) that no matter how good the healer is, they will die. Balance comes when people are playing at their peak and have alternative jobs to switch to if they must. Your screenshot is kind of testament to that. You obviously blew away the majority of the other DPS. Had you been with others like you, 4+ healers really starts to look like a joke to deal with. Regardless, sometimes it isn't about killing the healer in a quick, perfect burst. Burn their resources and cooldowns before your healers have to burn theirs, and the kills will come.

    The problem, as you said in different words, is DPS are too lazy/too stupid to maximize their classes and plan their approaches (and also level other classes).
    (2)

  3. #3
    Player
    Gor's Avatar
    Join Date
    Oct 2013
    Posts
    402
    Character
    Pink Logic
    World
    Behemoth
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Atreus View Post
    The problem, as you said in different words, is DPS are too lazy/too stupid to maximize their classes and plan their approaches
    ^ this. i see alot of people who just dinged 50, still in quest gear and only parts of their 50 job gear, or didn't even bother to get at least ilvl 80 gear, or come in with ilvl 70 PVP gear into FL expecting a carry. or tanks that gear and spec vit. or goons who DR out stuns because they want to dragonspine dive the healer to death before the tank even has a chance to reach the healer. you have enough of those kinds of tards on your team you're not going to put a dent in any geared healer with even a tiny bit of a clue how to play the class no matter how many of them are on it.
    (1)
    Last edited by Gor; 08-17-2014 at 12:35 AM.

  4. #4
    Player Divinemight's Avatar
    Join Date
    Aug 2013
    Location
    Windurst
    Posts
    606
    Character
    Saviour Divinemight
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Atreus View Post
    The problem, as you said in different words, is DPS are too lazy/too stupid to maximize their classes and plan their approaches (and also level other classes).
    Yes, there are a lot of players who doesn't understand their own job, no doubt of it. Healers are fine by itself, indeed. They need such survival ability in Wolf Den, I also agree. This is why that I bidding when they adjust Scholar in 2.35, they won't touch anything but tone down rune 2 and cleric stance as sub action.

    Yet, you have to admit that skill floor for FF14 Healers are much lower, average players can do much better on healer roles than dps roles. Also, JP recently has a developed a strategy for premade party of White Mage x 4, scholar x 2, summoner x1 and black Mage x 1. With this formation, all this party need to do is Zerging between outpost and nodes.

    You can't beat them in capture the flag, because of 4 whims at flag zone with holy spam. Even you manage to kill one of them with greatest teamwork you can show, they still have a lot of instant Rez to spam. Not sure if you notice, the healing potency is much higher than dps potency at ilvl80. Monk's ramping time is too long, drg has restricted directional requirement, bard need to be with in 15 yards for best range attack potency, balm requires long set up time. How effective is smn's dots against this setup. The only chance is you throw in 2 parties to over run them, but that is pretty much mean you are throwing away your game.

    There is not a learn to play issue but issue of job stacking. What is your resolution for this? I don't want to nerd healer' survival, so may be put back role restriction? Que will be horrible, especially for Primal Malestorm.

    I am not ranting, just point out the obvious and I would like to hear about your resolution for this type of healer stacking tactic.
    (1)
    Last edited by Divinemight; 08-17-2014 at 01:25 AM.

  5. #5
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,274
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Quote Originally Posted by Divinemight View Post
    Yet, you have to admit that skill floor for FF14 Healers are much lower, average players can do much better on healer roles than dps roles. Also, JP recently has a developed a strategy for premade party of White Mage x 4, scholar x 2, summoner x1 and black Mage x 1. With this formation, all this party need to do is Zerging between outpost and nodes.

    You can't beat them in capture the flag, because of 4 whims at flag zone with holy spam. Even you manage to kill one of them with greatest teamwork you can show, they still have a lot of instant Rez to spam. Not sure if you notice, the healing potency is much higher than dps potency at ilvl80.
    There is not a learn to play issue but issue of job stacking. What is your resolution for this? I don't want to nerd healer' survival, so may be put back role restriction? Que will be horrible, especially for Primal Malestorm.

    I am not ranting, just point out the obvious and I would like to hear about your resolution for this type of healer stacking tactic.
    okay....buuuuut: What happens when this JA premade faces another JA premade of the same type? I'm assuming it's either a stalemate or loss for both teams (they spend too much time fighting each other and 3rd team on the map cleans up). Because 6xhealers on one team (which I saw exactly once on our data center btw) is gimping your DPS by a landslide....as is carrying that many casters tbh (they can be interrupted by sneezes). So it won't take long for people to come up with a team composition, that can smite this one (and if they can't do that strategies that minimize this teams effectiveness indirectly which forces people to stop stacking)
    For example-
    It'd take this team forever and a day to kill the nodes- so other, more DPS oriented teams would win the nodes/more nodes typically.

    Nor can they hold ALL the flags at the same time, as this setup works for 'holding' and not as well for 'on the move'/claiming. So either teams would learn to 'let them have it' and ignore the one flag this team is dead set on guarding or if this Healer team keeps moving flag-to-flag, just picking up the ones they left after they leave. (so basically still ignoring them). Either way, sooner or later, this team will get bored, and separate ....then they can be picked off. Also, in both cases, as long as the opposing teams keep fighting, they will be building LB's that will squash this squishy composition.


    So limiting how many healers on one team really doesn't solve anything....and further breaks frontline queues. People think they wait long now on our Data center as Maelstrom....imagine if the queues ALSO had to match party role compositions evenly across the 3 nations. So, just for this alone, I think it's worth dealing with the 'risk' of facing a '4x healer+ team' in any given match. (I'd rather faster queue times, than set party comps).

    As to nerfing healers: Well, for starters, this isn't the only PvP content in game. And in wolves den, a Healer needs to survive being hitx3. And even then, with all the skills they gave us, and are supposed immortalness, this is a HARD task, not for the feint of heart. (I know, I spent my first 19 Ranks of PvP pugging wolves den....as healer, every match). In frontlines, it really isn't that hard to kill a healer....it's just most dps/tanks don't know what to do to stop them. Really, it would behoove everyone, regardless of what their 'main' role is in frontlines typically, to spend about 10 matches as a healer. I can promise, if you heal a couple matches you will start to see how vulnerable they can be/learn 'OH, so this is how my class can effectively kill a healer!' and once you switch back, be far more effective at your chosen role. (this is not me saying your bad at your role/healing...but rather, seeing the battle through the eyes of a healer, will teach you what they are weak in/what skills that once blown=they are easy to melt).

    Lastly: Most healers simply don't die NOT because they heal better than DD's dd...nor that they can heal each other...it has far more to do with how DD's try to handle them (basically they try to zerg them the same way as a PvE mob and they fail miserably and then get all 'healers are OP!' mad...mostly because they didn't think it through onto what a healers strengths/weaknesses are.) Seriously, NEVER open your biggest, baddest skills on a Healer that is likely fully buffed/all actions recharged. Wittle them down first...force Cooldowns to be blown....wait until you see attunement/bene/Lustrates x3-6ish go of THEN, then zerg. Also, just because you're all supposed to 'focus Target 1' atm, doesn't mean people shouldn't still be applying some pressure/annoying the other healers/fairys. (I always sic my pet on the non-targeted healer for example...or if not against a big healer threat, I sic my pet on whatever is annoying my teams healers).

    Now all that said: Yes, I'm sure there will be minor adjustments made to each job in Frontlines to help balance the battles a bit. And maybe, it would be more productive if instead of the 'Healers are OP!' mantra and whine people have adopted, they instead come up with specifics that they feel their desired role is missing when facing a healer challenge. Because the real solution might not be nerfing healers, but rather tweaking other roles PvP skills/potency etc to give them a slightly better chance when facing a healer wall.\

    EDIT:

    Personally, I think they need to adjust tanks PvP skills to make them a 'healers bane' For example make provoke (a nigh on useless skill for tanks atm) FORCE a target to lock onto you, and only you, and only able to perform actions on you (not even on themselves). This would further give tanks a 'support' CC place in PvP, make teams appreciate/fear them more, and also while the skill could shut down a healer for a bit, it could also be used against other roles as needed. Just this simple little change, could be all the game needs to lower DPS/tank frustrations when facing large-healer teams in PvP. Hell, I think would just be awesome if 'Provoke' worked like 'Moogle Go Round' or if tanks got a 'Charm' effect-skill they could use in PvP, it'd also make things more interesting/make tanks more valuable (charm mid could be hilarious...omg the giggles). My point: Maybe giving tank roles just 1 adjustment, could make everything okay.
    (1)
    Last edited by Kinseykinz; 08-17-2014 at 02:33 AM.

  6. #6
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    888
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Divinemight View Post
    snip
    I don't disagree with you on any front. You kind of repeated something I already said though. Yeah, it takes more to maximize DPS than it does healer. But then as I also said, balance comes when everyone's playing at their peak. It isn't a reason to nerf anything.

    Anything that can be done to you, you can also do to them. You don't need a party of 8 healers, but a solid group has three healers. More than that is 100% unnecessary and gives a false sense of security. A two-healer group is passable but dangerous. Most other content requires at least two healers anyway, so I dunno why anyone would expect yet another team-based game to be any different.

    As for countering the JP premade... well.... another premade, sad to say. That group will stack on a base and Holy spam PUGs to the next dimension. Buuuut they're all casters. I'd probably tell the two bards I usually run with to spam Wide Volley on them while the rest of us went to town on targets. We usually have a monk that does some good interrupt work periodically too. Could always just stay out of that group's way though. A group like that will never be able to be in two places at once.
    (0)

  7. #7
    Player
    RavenGrey's Avatar
    Join Date
    Nov 2013
    Posts
    15
    Character
    Isabella Valentine
    World
    Exodus
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Zyrusticae View Post
    It would just be nice if a single good DPS held at least as much weight in a fight as a single good healer, you know?
    Except, healers are easy to shut down by a single DPS already. Any attack on them essentially prevents a cast. Being able to kill them right away too would really remove any purpose in even having them.

    As a DRG, healers do drive me crazy sometimes, but I think it's needed. If healers become wet paper bags, every engagement will go the same way - healers (if any) drop in 5 seconds and then its just a big dps check. If I want that, I'll go smack a dummy. Healers are the only jobs at the moment that actually push strategy in Frontlines and create intense engagements, so let's not kill that please.
    (2)