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  1. #1
    Player
    Punslinger's Avatar
    Join Date
    Oct 2015
    Posts
    126
    Character
    Adela Skychaser
    World
    Lamia
    Main Class
    Dancer Lv 93
    Quote Originally Posted by Shurrikhan View Post
    It'd require only something as simple as increasing damage intake and it's 'impossible' to change?

    Changing it is the easy path; they've got to significant difficulties not to change it from this one very narrow scope of play.
    No, it would require much more work than you think.

    There are a lot of fights that rely heavily on one-shots or ring-outs. You can't heal through those. So existing and future fights would need to be redesigned to reduce reliance on these things.

    All damage is scripted, and healers not needing to worry about random incoming damage is a big reason why we're able to spend most of our time DPSing. So you'd need to redesign all future and existing fights to include some randomly-targeted unavoidable attacks.

    It's not as simple as just cranking a knob and making numbers go up. Our healing kits are almost as boring as our DPS kits, because they consist almost exclusively of oGCD cooldowns. Cranking boss auto-attacks up only means that now we're spamming Cure 2/Adlo/Benefic 2 instead of Glare/Broil/Malefic. Not only would most healing oGCDs need to be nuked from orbit, you'd also need to add more GCD healing tools, and probably overhaul how MP works in the process, to make GCD-heavy healing engaging. Besides which, there are too many situations in this game where healing just doesn't matter, usually because a failed mechanic will wipe the party anyway.

    As others have stated, FF14 has designed itself into a corner with a reliance on burst healing. Breaking out of that corner means completely overhauling the role to match the sustain healing that you see in other MMOs. It would be far easier for Square to just make healer DPS more engaging or give healers some active support to do (though the latter is less likely, because support keeps going to Ranged DPS instead).

    And as I keep saying, there is precedent with tanks. Most other MMOs focus on sustained threat management and sustained active mitigation. FF14's threat management is a button you push to turn on tank stance, and mitigation is all oGCD cooldowns, because tankbusters are the only things that need to be mitigated, and they're on a script. In 5.0, Square bit the bullet and turned tanks into Blue DPS, recognizing that the community was already playing them that way anyway.

    Quote Originally Posted by althenawhm View Post
    Did they really just spend more time talking about butts than all the time they talked about the combined healers across all the combined 5.0 live letters?
    At least with butts, one can claim that the forums were melting down over the issue.

    I'd be more worried why Yoshida felt that revamping FSH, of all things, was more critical than fixing healers.
    (5)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Punslinger View Post
    No, it would require much more work than you think.

    There are a lot of fights that rely heavily on one-shots or ring-outs. You can't heal through those. So existing and future fights would need to be redesigned to reduce reliance on these things.
    Your evidence that fights cannot be changed to allow for greater impact from healing are... fights that have been changed to allow for greater impact from healing?

    Quote Originally Posted by Punslinger View Post
    you'd need to redesign all future and existing fights to include some randomly-targeted unavoidable attacks.
    No, you don't. Fights don't have to all be the same. We didn't have to redesign all previous fights just because our toolkits changed with the new expansion. Likewise, new fights that might see more use of our GCD toolkit beyond our Glare and Dia equivalents would not require that we change all other fights. Things can create new precedents or return to old ones without having to copy verbatim the tendencies of recent fights.

    Quote Originally Posted by Punslinger View Post
    It's not as simple as just cranking a knob and making numbers go up.
    I never said it was. I said they're free to make new precedents in fight design (in this case, as relevant to healing) whenever they want. Things change when and only when they don't do the same thing each time. They've gone out of their way to keep them the same. The haven't introduced a single unique healing or healable mechanic since HW. White Hole? We've had that Doom effect since WP HM in ARR. Split damage? ARR. Stacking DoT stacks? ARR. Nullifying knockbacks via shielding? HW.

    Quote Originally Posted by Punslinger View Post
    FF14's threat management is a button you push to turn on tank stance, and mitigation is all oGCD cooldowns, because tankbusters are the only things that need to be mitigated, and they're on a script.
    Leaving one role as a shallow excuse of what it easily could be does not excuse leaving a second role in the same state. At best, this is a red herring.
    (2)
    Last edited by Shurrikhan; 12-15-2019 at 04:36 AM.

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