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  1. #181
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    If i can utilize entire class toolkit starting from a target dummy on a dps role, starting from any trivial dungeon on a tank role, but have to wait until what, an ultimate?, on a healer role, and outside of that i'm reduced to spamming 1 button most of the time, then the healer job design is bad.
    What i'd like instead? Well either appropriate class toolkit for the amount of required healing in basic content (so like... vermedica on rdm and maybe upgrade erase to tetra? should be sufficient for all normal content i think? ^_^); or change basic content (and yes, it has to start from a lvl73 trial/dungeon at the very least) to allow lets say 33% stone 33% cures 33% medicas. Pretty please?
    (4)
    Last edited by AikenDrum; 06-21-2019 at 05:43 PM.

  2. #182
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    No god please no Vermedica. Please.
    (1)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  3. #183
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    Oi didn't you want a 4th healer? There're too many dps anyway ^_^
    (0)

  4. #184
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Zolvolt View Post
    Leveling trials have never been a relateable benchmark for max level gameplay, we're only obsessed with it now because we're at the life cycle in this mmo where we have to take away things in order to add new things and that scares people.
    Thing is leveling trials you can say the majority of players will do, you can't say that for extremes and savage, and if these changes are redundant for the majority there is a problem. You would get more people asking why did they do this, These skills feel pointless and i'm sick of the ast dmg skills on my sch, something you do not want your majority of the hlr community to feel.
    (7)
    Guy butt is best butt <3

  5. #185
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by AikenDrum View Post
    If i can utilize entire class toolkit starting from a target dummy on a dps role, starting from any trivial dungeon on a tank role, but have to wait until what, an ultimate?, on a healer role, and outside of that i'm reduced to spamming 1 button most of the time, then the healer job design is bad.
    There's a difference between being able to use your entire kit and having to use your entire kit.

    That trivial dungeon is no less a chore for tanks and dps than it is for healer. They don't have to use defensive cooldowns or more than 123 either - The dungeon will clear just fine.
    (1)

  6. #186
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by LariaKirin View Post
    There's a difference between being able to use your entire kit and having to use your entire kit.

    That trivial dungeon is no less a chore for tanks and dps than it is for healer. They don't have to use defensive cooldowns or more than 123 either - The dungeon will clear just fine.
    Eh, trivial dungeons are less of a chore for tanks and dps for the exact very reason that you're able to use full kit there if you want to.

    Ah wait, i meant "allow" not "require", sec

    Although i just don't see a way how they can allow more healing without also making it required, which is why i think this "pure healing" system will always be less healing in easier content, and with 3 buttons for "not healing" - very boring.
    (2)
    Last edited by AikenDrum; 06-21-2019 at 06:09 PM.

  7. #187
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by AikenDrum View Post
    Eh, trivial dungeons are less of a chore for tanks and dps for the exact very reason that you're able to use full kit there if you want to.

    Ah wait, i meant "allow" not "require", sec

    Although i just don't see a way how they can allow more healing without also making it required, which is why i think this "pure healing" system will always be less healing in easier content, and with 3 buttons for "not healing" - very boring.
    Nothing stops you from using your full kit if you want to. Dropping an Indom to top up your party when you know no damage is coming in the next minute is just as pointless as popping cooldowns to reduce a TB from 50% of your HP to 40%. Trivial dungeons are trivial - who would've thought?

    This is not a problem for the first few runs, but it becomes a problem once you learn the encounter. The game is simply not designed to be interesting forever due to its scripted nature. Your 100th run of content X will not be interesting, regardless of the nature of the content. It's a ridiculous expectation to have. And having 5 buttons instead of 3 will change nothing.
    (1)

  8. #188
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    Then you could also say tanks are "using" enmity combos right now, since they "use" it once per pull. Frequency does matter. And i didn't say i want trivial dungeons to be interesting, i just want something a bit more mechanically engaging to do to not fall asleep. I do get that on tank/dps. Don't get that on healer. And can i have 5 buttons if it changes nothing for you? You can unbind 2 if you don't want them ^^

    Also i used the word "utilize" instead of "use" initially exactly because it's not as easily interpreted as "use just once". And what i mean exactly by "utilizing" is: keep using abilities more or less equally spread across the entire kit. Like dps/tank rotations.
    (4)
    Last edited by AikenDrum; 06-21-2019 at 08:12 PM.

  9. #189
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by AikenDrum View Post
    Then you could also say tanks are "using" enmity combos right now, since they "use" it once per pull. Frequency does matter. And i didn't say i want trivial dungeons to be interesting, i just want something a bit more mechanically engaging to do to not fall asleep. I do get that on tank/dps. Don't get that on healer. And can i have 5 buttons if it changes nothing for you? You can unbind 2 if you don't want them ^^

    Also i used the word "utilize" instead of "use" initially exactly because it's not as easily interpreted as "use just once". And what i mean exactly by "utilizing" is: keep using abilities more or less equally spread across the entire kit. Like dps/tank rotations.
    If 111111 makes you fall asleep, but 123123 doesn't, then bind Stone IV to 1,2,3. We do not need button bloat, we need meaningful choices (what ED did for SCH).

    You keep mentioning tank/dps, but you forget that healer is different in one very important way - the degree to which you use your healing abilities is dictated by both the encounter itself and the players around you. I'm sure you can see the difficulties in design here. "Utilizing", in the way you've defined it, is not going to happen (with the abilities as they are now) because some healing abilities are inherently more efficient than others.

    If you truly want what you said, then you should be asking for something that leads to "utilizing" your entire kit - significantly nerfing every healing ability across the board.
    (3)

  10. #190
    Player
    AikenDrum's Avatar
    Join Date
    Jul 2017
    Posts
    132
    Character
    Mio Aiken
    World
    Louisoix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by LariaKirin View Post
    If 111111 makes you fall asleep, but 123123 doesn't, then bind Stone IV to 1,2,3.
    If those would be 3 different stone IV as a combo then sure, i'll take it. I mean, it works for melee dps, why shouldn't it for healers?

    Quote Originally Posted by LariaKirin View Post
    significantly nerfing every healing ability across the board
    This i'd also take.

    Quote Originally Posted by LariaKirin View Post
    you forget that healer is different in one very important way - the degree to which you use your healing abilities is dictated by both the encounter itself and the players around you
    Emm, yes, i know, and current basic encounters do not allow healers to utilize their healing abilities, that's my problem with either the encounters or the healers kit that doesn't do much outside of healing.
    (5)

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