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  1. #1
    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 Duelle View Post
    One the one hand, I can see where you're coming from. On the other, you have the decision of whether to make this change apply only to new expansion content/level range or make it from the bottom up. Keep in mind that the latter means they have to look at content from ARR, HW, SB, ShB and the new expansion that would bring this change.
    I'll ask that you elaborate on the constraints and lack of distinction that I keep hearing about.

    Could be just me, but I consider the fact that Cure/Benefic get phased out after lv70 (because it means there's something wrong with how healing or damage taken is scaling) and the 2-healer meta this game has locked itself into to be the biggest problems when it comes to the healer roster
    Thing is the devs clearly only look at the current expansion they are working on atm ShB but that will shift by about 5.4 to 6.0 expansion.

    The healer design we currently have does not take into account pre 5.0 content at all and it was something I personally was preaching from the moment media tour embargo was lifted as it was very clear to me everything that was done does not care about 2.0-4.55 content.

    ARR and HW have a bigger disparity in downtime than SB and ShB due to the devs actively designing what if cleric stance locked or allowing decent time for cleric to be put on, mechanics are slower, less punishing. Now they have taken a large portion of what healers did during that downtime but the amount remains and actually has been amplified by ShB changes.

    Also anyone could easily see that for over 70 levels 1 dot + 1 nuke is incredibly stupid and boring design. But if you just look at 70-80 doesn't look as bad now does it especially with ramping mechanics up (though not that punishing still but I don't expect that from dungeons and story trials) and frequency of mechanics.

    It is very clear with dungeon design how much they expect the general population to deal with as the expansions go, I was actually shocked by Philia having as much as it did tied to it despite being very easy and manageable.

    Evolution of healers have unfortunately followed dungeon design where they feel that you have to deal with more so we need to take away as much distractions so you can focus more easily.
    (2)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Crushnight View Post
    Thing is the devs clearly only look at the current expansion they are working on atm ShB but that will shift by about 5.4 to 6.0 expansion.

    The healer design we currently have does not take into account pre 5.0 content at all and it was something I personally was preaching from the moment media tour embargo was lifted as it was very clear to me everything that was done does not care about 2.0-4.55 content.
    My concern, for lack of a better word, is that we're talking about changing healer kits and/or the paradigm for design. For example, if we decided to add dispeling and cleansing to healer duties, you have to choice of introducing those duties at the start of 6.0 or having to go back and look at most old content to try to fit those duties in (if nothing else to try to teach people that don't buy leveling potions how to play a healer). Same would go for something like changing how healers play so that more heals are cast or make HoTs/shields more prominent to allow more DPS uptime. It just involves much more than taking an extra damage spell away or removing an extra button to press (like Cleric Stance).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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