There was actually a video recently where Yoshida says healers should dps when there is no healing required. Let's see the response of those who whoreship him saying before healers shouldn't dps into they should dps if there is nothing to heal.
Do you happen to have a link to that? Would love to have that in my back pocket if anyone ever starts going down that "YoshiP said!!" line again.![]()
Survivor of Housing Savage 2018.
Discord: Tridus#2642
The response?
YoshiP dun pay mah sub
If the almighty Yoshi said to jump off a bridge, would you do it?
If I wanted to dps, I'd play dps
I actually saw all those 3 lines in a run. Mindblowing I tell ya, just mindblowing.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
I just vote kick those types of people. You can't reason with them if the forums are any indication.
"Had to be me. Someone else might have gotten it wrong." - Mordin Solus
Dropping me onto a new level 70 job, assuming it isn't something I could have played at a lower level previously, I could probably make it work.I'm with you... to an extent.
I don't want to assume that everyone learns like I do, I'm sure that isn't the case, but I'm sure a fair bit of people do. If you dropped me into a 70 job I wouldn't know which way was up because part of learning a role is playing it through the leveling process. There is a reason so much controversy surrounds jump potion users.
...
Assuming I didn't have to immediately do content with it without having a chance to examine the skills first.
That's not reasonable.
Given time to read through the skill tooltips and logic how the skills work together, I'm sure I could come up with a reasonable rotation due to my experience with the game as a whole.
A brand new player would be in a worse off position, not having experience with the game's underlying systems.
Slightly off topic, but this post reminded me of another skill curve I've seen floating around the internet...
My opinion on the huge skill gap is that it has nothing to do with parsers and everything to do with how the games difficulty curve is basically a flat horizontal line. If you can clear yam tara at 15 you can clear ala mhigo and omega normal at 70 basically. Normal mode raids are super trivial. Same goes for trials. 99% of content is 1 long horizontal line of difficulty. With maybe a slight hiccup around the royal menagerie. but that was only tricky because many players tried to do it without there 70 gear.
Then it's suddenly a sheer verticle cliff when you enter an extreme trial or savage raid. And most players are stood right at the bottom of it.
(Please excuse my super awesome ms paint skills)
the skill gap between players is huge. and players wonder why most party finder groups for these contents are all "no bonus" because players haven't even begun to climb yet.
So what the devs then did in order to close that skill gap was make raids easier with creator and omega. They didn't help players at the bottom up that cliff at all. All they did was take the top off the cliff. So instead of that cliff being 1000m metres high. It's now only like 750 metres high. But the players are still right down there at the very bottom.
However the skill gap between players is still huge. as the top teir players are not only at the 750m but even higher up than that. (especially with ultimate now) while the rest are still stuck at the bottom of that massive cliff. What the devs essentially tried to do was bring the top players down rather than help the bottom players up and that's why it failed. The top players found the raids so easy they managed to push even further away from the bottom players. (again ultimate)
If the devs really want to close the skill gap then what they need to do is ramp up the difficulty curve as the game progresses and bring the bottom players gradually up. kind of like this.
In doing this when players do get to the point of the game where they can unlock and enter an extreme primal or savage raid. They'd already be maybe 800 metres up that 1,000m climb. and thus the hurdle they need to clear would be that much smaller. So the skill gap between players would then be typically 200 metres.
However currently the skill gap is basically the full 1,000 because the difficulty curve is a horizontal line. something like this would also go along way to eliminating the "super toxic no bonus culture" that many players complain about. saying they cant get clears because nooone wants bonus in there farm parties yada yada. I think more players would be more willing to accept bonus players if they were 800m up the curve rather than 0 metres
but the devs are afraid to do this for fear of losing players even though they're already losing millions because the game simply isn't rewarding because of it's ease in 99% of the content. 10 millions players they said. but the recent census thing suggests less that 8% are active..
Once again I apologise for my ms paint skills.![]()
This is why you never listen to those guys. (editing)
The thing about people who believe the skill curve should be like that is they don't realize not everyone will power through content if it is hard. Right now we have a lot of casuals and a few raiders; with this skill curve, we'd just end up with fewer casuals, and still few raiders; you'd just end up sifting out more people along the way instead of having two tiered endgame.
The problem with raiding is that it's mostly a hard endurance contest where one mistake can make the fight unrecoverable. After the clear, it becomes "do the endurance contest multiple times as fast as you can without mistakes" which is even worse. It's simply not fun content for a lot of people, and the devs pretty wisely keep it optional.Trying to push that model of content down the line would be a disaster.
Last edited by RiyahArp; 12-12-2017 at 05:07 AM.
I agree with the basic premise of their analysis of the game's skill curve.This is why you never listen to those guys. (editing)
The thing about people who believe the skill curve should be like that is they don't realize not everyone will power through content if it is hard. Right now we have a lot of casuals and a few raiders; with this skill curve, we'd just end up with fewer casuals, and still few raiders; you'd just end up sifting out more people along the way instead of having two tiered endgame.
The problem with raiding is that it's mostly a hard endurance contest where one mistake can make the fight unrecoverable. After the clear, it becomes "do the endurance contest multiple times as fast as you can without mistakes" which is even worse. It's simply not fun content for a lot of people, and the devs pretty wisely keep it optional.Trying to push that model of content down the line would be a disaster.
I don't think it would be a bad thing to progressively increase the difficulty of the content as the characters raise in level.
It would all depend on how that skill curve is implemented.
The pictured Eve Online skill curve wouldn't be beneficial to the game, while at the same time the flat line pictured in the paint pictures from the post above also doesn't benefit the game much.
No one is advocating that content like dungeons be Savage-level difficulty. They’re just saying that this game has a very poor difficulty curve when it comes to its content. When some of the hardest “casual” content continues to be the level 47 dungeon Aurum Vale or the level 57 The Vault, there’s an issue there. There’s an issue when leveling dungeons offer more of a challenge than the supposed “Expert” endgame dungeons. Dungeons are so easy, the minute something minutely challenging appears (like a 24-man, which is also catered towards the more casual, non-raider playerbase), people start to complain about how it’s too hard. Look at Weeping City, Dun Scaith, and Rabanastre. Each one has had cry after cry for nerfs (Weeping for Forgall/Ozma, Dun Scaith for Scathach, Rabanastre for Hashmal), and the content isn’t even that hard.The problem with raiding is that it's mostly a hard endurance contest where one mistake can make the fight unrecoverable. After the clear, it becomes "do the endurance contest multiple times as fast as you can without mistakes" which is even worse. It's simply not fun content for a lot of people, and the devs pretty wisely keep it optional.Trying to push that model of content down the line would be a disaster.
Look at ShinEx—a definite step up from Lakshmi and Susano. And how many people are whining that it’s “too hard” and needs to be nerfed? I’ve seen people say Shinryu is the same level of difficulty as Thordan Ex at launch; Shin wishes he was that hard. Even at i240/i260, Thordan still had mechanics you just couldn’t ignore; sure you could skip the entire last phase (well, sometimes), but he wasn’t a pushover. Susano and Lakshmi were rolling over at release; even more so now. Even Shin will start to roll over once 4.2 comes out and players start getting the new gear.
This game needs a better difficulty curve. With a better difficulty curve, players that would like to try their hand at more challenging content (Extremes and Savage) would not be so overwhelmed when they got there because this game does nothing to prepare you for the likes of raid floors like A8S, A11S, A12S, V3S, or V4S. It can barely prepare players for content like Thordan Ex, Sephirot Ex, or Shinryu Ex. Something has to be done about it.
Last edited by HyoMinPark; 12-12-2017 at 06:14 AM.
If the end result is to get people at 70 to be savage capable, you're going to start seeing dungeons get very hard for people at the 60s. Savage tends to be very mechanic heavy, and much less forgiving of mistakes. To make a curve that prepares people for that would end up making the same thing happen to 60+ content on a slightly smaller scale ,but even a smaller scale is a pretty big level of difficulty. I can see the end result being the final fight as something like Susano EX (which of course raiders say is so easy). I think forcing people into that would be a nightmare.
And this is why you ignore raiders in terms of difficulty in discussions. Thordan was designed to give players struggling with A3 a slight edge up, but that meant he was balanced in the context of people who completed the two entry fights of the hardest non-ultimate raid this game had. Shin can still be very hard despite being weaker than that, but with raiders they tend to almost always downplay how hard something is. To the high end players, everything is easy.Look at ShinEx—a definite step up from Lakshmi and Susano. And how many people are whining that it’s “too hard” and needs to be nerfed? I’ve seen people say Shinryu is the same level of difficulty as Thordan Ex at launch; Shin wishes he was that hard.
This would just ensure a larger amount of the playerbase would never get there. I mean...can you imagine trying to grind tomes in expert with this kind of difficulty curve? Or how 24 mans would have to be balanced? The SB trials are annoying enough as it is to get them in roulette...imagine they all were as hard as Menagerie at min ilvl with no 70 abilties or worse. The only thing worse than a chore is a hard chore.With a better difficulty curve, players that would like to try their hand at more challenging content (Extremes and Savage) would not be so overwhelmed when they got there
Last edited by RiyahArp; 12-12-2017 at 06:29 AM.
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