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  1. #1
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    I fully support SE implementing more random damage spikes. Hell, just making fights more random. But SE scripts their fights down to the tiniest details you'd think they we're making movies instead of challenging encounters.

    It's just a big round of "Simon Says". It's how they design encounters. It lets them make sure they're "Exactly this difficult". But if it's always exactly that difficult, then it's always that predictable. And predictability is boring. "Simon says its time to heal! Simon says move here. Simon says DPS, then DPS while moving! Simon says move again, then Heal."

    SE is so adamant about forcing you to stick to the script that they just guarantee you get killed if you mess up more than once. They do this in the form of Vulnerability stacks. Get hit once? You'll live, but heres a Vulnerability stack. So if you get hit again, you're likely gonna get 1-Hit KO. This does two things: 1) Ensures you can't cheese through mechanics by just healing through them. 2) Forces SE to make the damage/mechanic avoidable, making healing less relevant. I can't heal if people don't get hurt.

    Some damage is unavoidable, but it's so pitiful that everything solves itself in one GCD. So taking "scripted damage" is just a nuisance, not a life threatening situation; and thus, trivial and boring.

    At one point, SE used to design parts of the encounter specifically around healers. Like Ifrit EX tethers or Leviathan EX healing debuff. I don't think there was a single mechanic in any of the Stormblood fights that inhibited, changed, or impacted healers in a meaningful way. Tanks get Tank Swaps and Tank busters. Healers get... to just move around and dodge things like DPS do? Where are our mechanics?
    (10)
    Last edited by Coltvoyance; 04-11-2019 at 06:28 AM.
    Quick, everybody into the Batmobile!

  2. #2
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Coltvoyance View Post
    At one point, SE used to design parts of the encounter specifically around healers. Like Ifrit EX tethers or Leviathan EX healing debuff. I don't think there was a single mechanic in any of the Stormblood fights that inhibited, changed, or impacted healers in a meaningful way. Tanks get Tank Swaps and Tank busters. Healers get... to just move around and dodge things like DPS do? Where are our mechanics?
    Don't need to put all the burden on Healers again.
    I'am happy that everybody have the same mecanics to do, or if we have role mecanic, then every role should have the same amount.
    (1)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  3. #3
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ceasaria View Post
    Don't need to put all the burden on Healers again.
    I'am happy that everybody have the same mecanics to do, or if we have role mecanic, then every role should have the same amount.
    But thats the thing, Healers are a role of responsibility. In fact, some would argue it has the most responsibility, or is at least equal in burden to that of a Tank. But it doesn't feel that way in FFXIV.

    I agree that if Healers are dealing with a mechanic designed for them, they shouldn't have to do the same mechanic as a DPS on top of that. Keep it equal. But we're a unique role and we should have unique mechanics to deal with other than "Oh no! We took everyone's HP down to 1! What are you gonn--- Oh they're completely healed already...".

    I get it. Making healing easier makes it more approachable. It also helps protect healers from being blamed, criticized, and berated by sloppy players. People can be down right nasty when trying to scapegoat a healer for their mistakes. But if healing is so easy and approachable, then you can't judge someones merit by it, and players end up looking for a different way to judge you, like if you have poor DPS *Cough* WHM *Cough*. And that's even more unfair because it's not what we signed up for to be judged on.
    (5)
    Quick, everybody into the Batmobile!