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  1. #141
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    How to fix the game.
    Lower DPS Requirement in all content by 800 adding a bit of time to the enrage timer. Make Tank/Healer DPS optional again, but don't touch it.

    If that suddenly makes Alexander a joke, then the only thing hard about it was you needed more damage.


    Anyways, I love the new hardmode dungeons. People are taking so much damage most of the time I never have time to DPS on my healer. Except in some cases. It is actually pretty well designed. Maybe they should make encounters more like that?

    Anyways, enrage timers have never been a fun thing. Make the encounter hard because of telegraphed powerful moves and strategies, not because you "took" to long to kill it.

    The only issue really to all this, is there is an enrage timer. For everything. If the fight takes too long, healer will run out of Mana and you will wipe.
    (4)
    Last edited by Nektulos-Tuor; 11-23-2015 at 03:42 AM.

  2. #142
    Player
    Elvin's Avatar
    Join Date
    Aug 2013
    Posts
    320
    Character
    Elvin Rath
    World
    Moogle
    Main Class
    Alchemist Lv 51
    There is still quite a lot of time to dps as a healer on new dungeons.

    I did one a few minutes ago, and the healer was the best DPS while healing my tank, haha.


    If they want to get rid of healers DPS, that's easy. Just a 30 seconds timer to switch on and off cleric stance.

    But I like it as it is. I changed my class to SCH because It was able to DPS well, so I have the feeling that I can focus on whatever is need more attention at the moment(Survival or killing XD)


    Of course the problem might be that both healers having to DPS and tanks having to be DPS (and wearing strenght jewelry) , both things put preassure on healers, and that might be a bit too much....

    But I don't know, I don't feel that is the case.
    (0)

  3. #143
    Player
    Crysten's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    384
    Character
    Crysten Kimura
    World
    Ragnarok
    Main Class
    Gladiator Lv 80
    The funny thing is for the vast majority of non-raid content the meta seems to be:

    DPS that can take the hits
    DPS that can heal
    DPS that don't actually DPS

    Hence why we're in this situation to begin with.
    (9)
    Quote Originally Posted by AxlStream View Post
    You're good at the game? You're an elitist.
    You're using a parser to better yourself? Elitist.
    You're making suggestions on how someone can improve themselves? E l i t i s t.

    You wipe a farm party constantly but you're having fun playing your way. Nah you're fine dude.

    This community astounds me at times.

  4. #144
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Even Diadem is very DPS-centric since if you don't do enough damage you won't get chest drop
    (3)

  5. #145
    Player
    AlphaDragoon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    466
    Character
    Renault Cathetel
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Crysten View Post
    The funny thing is for the vast majority of non-raid content the meta seems to be:

    DPS that can take the hits
    DPS that can heal
    DPS that don't actually DPS

    Hence why we're in this situation to begin with.
    It's weird to me on this forum how many people seem to believe that all DPS must be bad and that's why tanks and healers have to DPS. It's like some tanks and healers are so salty that DPS is a big thing so they take to insulting the DPS because they don't want to have to do it.

    Yes, there are bad DPS out there. There are also a lot of bad tanks. And bad healers. The bad players in each type didn't cause the current meta with Alex Savage. SE did.
    (5)

  6. #146
    Player
    Talianore's Avatar
    Join Date
    Jun 2015
    Posts
    56
    Character
    Marvati Khatshri
    World
    Jenova
    Main Class
    Arcanist Lv 100
    From what I hear, it seems SE doesn't have a lot of variety in boss fights, so people expect to have everyone put out as much dps as possible. Personally, I would like to showcase my skill at healing, not at DPS as a healer.

    Off the top of my head, SE could have a tank check where the boss crits constantly unless the tank has a certain amount of defense/parry or the boss stacks a debuff on tanks, necessitating tank switching. Or the boss hits hard and quickly, requiring the constant presence of a cooldown on the tank(s) or the tanks have to stand next to each other to split damage because it will kill a tank by himself.

    (1/2)
    (2)

  7. #147
    Player
    Talianore's Avatar
    Join Date
    Jun 2015
    Posts
    56
    Character
    Marvati Khatshri
    World
    Jenova
    Main Class
    Arcanist Lv 100
    For healers, less 1-shot abilities, more abilities that, say, reduce a raid to 10% of their health, an MP drain ability so the DPS check would be killing the boss before the healers run out of mana, powerful debuffs that constantly pop-up, so one healer cures the debuff, the other has to heal, keeping the raid at a certain percentage of health otherwise the boss drains too much of the raid's HP and becomes too difficult to kill. They can throw in wildcards such as a debuff that needs to be healed through because removing it causes massive raid-wide damage or something.

    Even if they follow a formula for each raid such as two dps check boss, one heal check, one tank check, I think it would go a long way to keeping players satisfied than just constant DPS checks.

    (2/2)
    (2)

  8. #148
    Player
    Archulak's Avatar
    Join Date
    Nov 2013
    Posts
    161
    Character
    Lady Archulak
    World
    Behemoth
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Talianore View Post
    From what I hear, it seems SE doesn't have a lot of variety in boss fights, so people expect to have everyone put out as much dps as possible. Personally, I would like to showcase my skill at healing, not at DPS as a healer.

    Off the top of my head, SE could have a tank check where the boss crits constantly unless the tank has a certain amount of defense/parry or the boss stacks a debuff on tanks, necessitating tank switching. Or the boss hits hard and quickly,requiring the constant presence of a cooldown on the tank(s) or the tanks have to stand next to each other to split damage because it will kill a tank by himself.

    For healers, less 1-shot abilities, more abilities that, say, reduce a raid to 10% of their health, an MP drain ability so the DPS check would be killing the boss before the healers run out of mana, powerful debuffs that constantly pop-up, so one healer cures the debuff, the other has to heal, keeping the raid at a certain percentage of health otherwise the boss drains too much of the raid's HP and becomes too difficult to kill. They can throw in wildcards such as a debuff that needs to be healed through because removing it causes massive raid-wide damage or something.

    Even if they follow a formula for each raid such as two dps check boss, one heal check, one tank check, I think it would go a long way to keeping players satisfied than just constant DPS checks.
    You realize that most of these things were present in Coil and Alex already and people just worked around them right?

    the boss stacks a debuff on tanks, necessitating tank switching(this is all over the place):
    T2, T5(infermety was supposed to make tank swaps), T6, T9(Ravensbeak was also supposed to have people tank swap), T12, A3S, A4S

    the boss hits hard and quickly, requiring the constant presence of a cooldown on the tank(s):
    -T1: super snake, T9: Bahamut's Claw, T13: ahk morn

    tanks have to stand next to each other to split damage because it will kill a tank by himself:
    -T11: resonate, T13: Ahk morn

    powerful debuffs that constantly pop-up:
    -t7: Venomous Tail, A4S: Nisi(assuming your group is full of masochists)

    MP drain ability so the DPS check would be killing the boss before the healers run out of mana:
    -Tried it in A4S everyone just works around having very little mp

    keeping the raid at a certain percentage of health otherwise the boss drains too much of the raid's HP and becomes too difficult to kill:
    -A2S has the closest thing with the pray marker on tanks being based on how much hp they have.

    a debuff that needs to be healed through because removing it causes massive raid-wide damage or something:
    -This is what nisi was supposed to be, everyone(besides world first) just found it too annoying and would rather use 9 deaths than heal through.

    As a last point in this ranty post. Removing dps checks is pretty much the worst idea ever as it would make the meta: 2 tank, 3 heals, 3 brd's. Mp would never be an issue and your tanks would never die.
    (0)

  9. #149
    Player
    CarnivalNights's Avatar
    Join Date
    Aug 2013
    Location
    The desert one
    Posts
    160
    Character
    Freis Lavande
    World
    Leviathan
    Main Class
    Scholar Lv 80
    High DPS as the meta where it's demanded from even the tanks and healers pretty much shows how uncreative and lazy the raid content is.

    That's it. Nothing about getting good or whatever.
    (10)

  10. #150
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Morningstar1337 View Post
    Now I have an idea, what they made a raid where it is impossible to clear at any gear level released at the same time as the raid...when everyone in the raid DPSes the boss. Then being much more manageable when the Tanks do less DPS then the other people and the Healers don;t DPS at all...

    essentially a raid that punishes Tanks and Healers for DPSing, perhaps they can even have the mechanics be named after varitous terms for impatience to drive the point home
    What if a raid boss fight depended not only on a dps check, but also on the tank both absorbing damage and holding attention, while all the DPS can flank/rear attack to maximize damage, and with sufficient raid wide and tank damage/status attacks to keep healers busy?

    Oh, hang on, theY have done that, but players are so hooked on overgearing and overpowering content that they'd rather push high DPS, push phases and ignore mechanics. If there was a raid where the tanks and healers *had* to maximize their tanking and healing to prevent a wipe, I wonder how long it would take for people to complaign about the difficulty. I think many players, especially at end-game, prefer the one dimensional meta that is current.
    (2)
    Last edited by Kosmos992k; 11-23-2015 at 08:36 AM.

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