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  1. #1
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Urthdigger View Post
    Changing encounter design wouldn't really help for one very basic reason: They would have to redesign most of the ENTIRE GAME in order to do so.

    ...
    While I agree that redesigning the entire game is...awkward, you seem to sidestep the idea of making things unpredictable. The random mechanics/spawns/etc. would be simpler than the elaborate song and dance we have now, but the advantage is that there would be no fight timeline to follow, and you can actually emergency heal. No longer following a plan, the players are reacting, until the crisis is over.

    Then again, people in this game sure love to dance to the plan, so getting something like this that is actually accepted as hardcore content is... hard.
    (2)

  2. #2
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Irenia View Post
    While I agree that redesigning the entire game is...awkward, you seem to sidestep the idea of making things unpredictable. The random mechanics/spawns/etc. would be simpler than the elaborate song and dance we have now, but the advantage is that there would be no fight timeline to follow, and you can actually emergency heal. No longer following a plan, the players are reacting, until the crisis is over.

    Then again, people in this game sure love to dance to the plan, so getting something like this that is actually accepted as hardcore content is... hard.
    Making things unpredictable would help less than you might think. Most healers I know already keep the tanks at a respectable level, and it's a simple enough matter to shift focus from DPS to heals when stuff pops up. Having the boss use AoEs, adds, and tankbusters randomly seems like it would help about as much as the occasional person failing to dodge. You crank up the heals for a moment, and then it's back to business as usual. The only possible way this would change would be stuff that hits fast enough back to back that one needs to save instant heals for those random spikes. I feel that'd change the dynamic less than one may think (A bit more GCDs spent on heals, but still most of them spent on damage), while also being needlessly stressful (being tensed up, ready to react at a moment's notice for 10+ minutes is going to wreak some serious havoc on people's nerves. Especially as I am also approaching this from the standpoint of dungeon and trial design, not just savage and ultimate.
    (0)

  3. #3
    Player
    YusiKha's Avatar
    Join Date
    May 2019
    Location
    Azim Steppe
    Posts
    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Irenia View Post
    While I agree that redesigning the entire game is...awkward, you seem to sidestep the idea of making things unpredictable. The random mechanics/spawns/etc. would be simpler than the elaborate song and dance we have now, but the advantage is that there would be no fight timeline to follow, and you can actually emergency heal. No longer following a plan, the players are reacting, until the crisis is over.

    Then again, people in this game sure love to dance to the plan, so getting something like this that is actually accepted as hardcore content is... hard.
    I wouldn't remove the scripting alltogether, that sounds like the perfect way to overcomplicate encounter design or remove all complexity from the mechanics. If you were talking about mechanics with random targets, then I can get behind that.

    Though, if nontank targets are taking a lot of the hits and require single-target healing... Well, people are already complaining about AST's card targetting. This sounds like it could lead to the exact same thing.
    (0)

  4. #4
    Player
    Billythepancake's Avatar
    Join Date
    Jul 2019
    Location
    Limsa
    Posts
    777
    Character
    Evelynn Outreguerlain
    World
    Diabolos
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Irenia View Post
    While I agree that redesigning the entire game is...awkward, you seem to sidestep the idea of making things unpredictable. The random mechanics/spawns/etc. would be simpler than the elaborate song and dance we have now, but the advantage is that there would be no fight timeline to follow, and you can actually emergency heal. No longer following a plan, the players are reacting, until the crisis is over.

    Then again, people in this game sure love to dance to the plan, so getting something like this that is actually accepted as hardcore content is... hard.
    There is nothing more frustrating as a healer than dealing with shit out of your control. I dont think I've raged harder than in ultimate when the boss randomly decides to do more damage and the tank dies despite me, my co-healer, and the tank all doing the same thing. The last thing I want is fights deciding to just start throwing curveballs all over the place so they can he "hard" that's not challenging it's annoying.
    (0)


    Make SCH great again! Seriously though, we just want our class to be fun and engaging again, not OP, is that too much to ask for?

  5. #5
    Player
    tikiwiki's Avatar
    Join Date
    Apr 2015
    Posts
    155
    Character
    Rebecca Prairillot
    World
    Ultros
    Main Class
    Arcanist Lv 90
    I dont think I've raged harder than in ultimate when the boss randomly decides to do more damage and the tank dies despite me, my co-healer, and the tank all doing the same thing.
    crits were a "fun" mechanic
    (0)

  6. #6
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Maybe. I've enjoyed myself in Eureka (monster chaining) and the higher floors on the Deep Dungeons as a healer, even though I failed a few times on both of them. I definitely do understand the urge to leave nothing to chance, but that design has its limits.
    (1)

  7. #7
    Player
    tikiwiki's Avatar
    Join Date
    Apr 2015
    Posts
    155
    Character
    Rebecca Prairillot
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Irenia View Post
    Maybe. I've enjoyed myself in Eureka (monster chaining) and the higher floors on the Deep Dungeons as a healer, even though I failed a few times on both of them. I definitely do understand the urge to leave nothing to chance, but that design has its limits.
    neither of those contents you mention have variance though just hard hitting autos so you spam heals
    (0)

  8. #8
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Nah, the variance is in the monster spawns
    (0)

  9. #9
    Player
    tikiwiki's Avatar
    Join Date
    Apr 2015
    Posts
    155
    Character
    Rebecca Prairillot
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Irenia View Post
    Nah, the variance is in the monster spawns
    but the monster spawns make no difference in how you heal in deep dungeons and during chaining theres no variance you're killing one mob type
    (0)