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  1. #11
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by JunseiKei View Post
    No idea what gave you that assumption just because we have differing opinions, but you're very wrong. If you'd like to see what kind of a player I am in savage raids, there is a public site in which you may use to check. Otherwise, I kindly ask that you keep ad hominem to a minimum.

    That wasn't directed at you, hence why it was under the other poster's quote. I directed it at them because they made a bunch of veiled insults about how I'm a poindexter who only cares for numbers, and more importantly, they said they DON'T do Savage. For future reference, I put responses BELOW quotes.

    Yes, they can. However, the problem is the community and how outspoken some are on how they interpret the game should be, despite any design choices made by the game's team.

    The game design team obviously does not solely balance based on high end players. If they did, they wouldn't think Verraise is worth RDM being 2000 DPS behind BLM; raise does not save early Savage runs, but it does save less difficult content. The alternative is that the job balance team doesn't know HOW to balance to the high end.

    I can't think of a single fighting game where button mashing is designed around, but I can think of a fighting game with a simple, small command list and is still fun (Divekick). Granted, that game would not be to everyone's liking.

    Divekick's balance patches took tournament player feedback and tournament results int accout. It was still being balanced at the high end post-launch, despite starting out as an april fool's joke.

    I can't agree as I've known quite a couple to progress solely through PUGs (due to work schedules not being consistent to allow them to raid with a static) and still gain a week 1 clear in terms of savage raids. They didn't do it blindly, though, but all the same, it was possible to do it without a pre-made group. All this comment does is make me think back to my above comment here on how a vocal community says the game should be versus how it was designed by the developers.

    I never said people couldn't do it. But the fights should be designed with the assumption that players are communicating.

    An assumption on your part with no evidence. I have a static and I love my co-healer. However, I am still very realistic about how the game ends up being with the players I end up playing the game with on a majority basis - the people outside of a static. I'm not disagreeing with that last statement. Mostly. That's something I've stated before to a similar effect, but may have been lost in other things I was saying. So, to that extent, we agree on something.

    When you talk about not being able to rely on your cohealer, what am I supposed to think? PUGs and a difficult co-healer are the only things that come to mind. I honestly feel for anyone who has to deal with PUGs with no friends for refuge. Because it's always a crapshoot what you're going to get (like delay netplay in fighting games!).
    Essentially, the game should be designed so that it doesn't become significantly LESS fun the better you get at it.

    Quote Originally Posted by JunseiKei View Post
    Looking at past logs, in Stormblood, you pressed Malefic III 135 times out of 162 attacks, but Shadowbringers is worse.
    Not a response to me, I know, but I'll interject here that healing has been getting worse since ARR in this regard. Maybe some of it is players getting better/having logs (like how WoW Classic Beta players complained it was dumbed down, but the reality was it was the same and everyone was WORSE back then). But I think the glut of oGCD's, fewer mini-buster cleaves, and neverending mana reserves killing triage played a big part too. HW had some of the most technical DPS play because of stance dancing and everyone juggling a handful of DoTs, but outliers like Gordias and Midas aside healing got a lot easier.

    I mean, just look at SCH right now; in terms of raw healing potential it's absurd, and the other healers aren't much different. I guess I appreciate that it enables solo healing even the hardest content, but it also makes the standard two healers + non-healer support skills WAY overkill in a lot of fights. I wouldn't mind the stunted DPS kits if they actually were just filler between healing strings, but if we're doing a full 30s of nonstop DPS I'd sort of like to have to think about it a bit.

    Quote Originally Posted by Granyala View Post
    Try 95 percentile+ healing with less than 20% overheal and you have a description of my group.

    I don't get that much time to DPS on E2S but then again, my group is only exploring the quietus phase now.

    I think the arguments about "farm encounters are boring" isn't a valid one. Farm encounters are boring whether you are DPS, Healer or Tank. That's why we're calling them farm encounters and dispose of them in a quick and quiet manner. A class shouldn't be designed around farm encounters.
    I respect people who are essentially solo healing; I want to get there myself. I just referenced the percentile to show I wasn't quoting a greed run.
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    Last edited by Gaethan_Tessula; 09-11-2019 at 02:02 PM.

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