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  1. #31
    Player
    Limonia's Avatar
    Join Date
    Dec 2013
    Posts
    511
    Character
    Elrica Lavandula
    World
    Omega
    Main Class
    White Mage Lv 90
    Quote Originally Posted by SamRF View Post
    What if they simplified the healing
    Personally, I think that the healing aspect is already simple enough. Nothing here would need to be changed if they make healer dps a little more engaging.
    Healing is either knowing when damage goes out and planning when you cast a heal or, in content you're not so familiar with, reacting to damage. Which has become easier with each expansion, due to ever increasing potencies, cheaper heals and more and more oGCD heals.

    They could easily make healers have DPS combos or procs or whatever, as long as healing wouldn't interrupt combos. Seriously, what's the difference in casting Glare, Glare, heal, Glare, and Glare 1, Glare 2, heal, Glare 3 if it procs, or however they would do it?
    (4)

  2. #32
    Player
    Palibun's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    89
    Character
    Dixie Nesquik
    World
    Jenova
    Main Class
    Paladin Lv 80
    Quote Originally Posted by DJMau View Post
    So you want healers to have to worry about a DPS rotation on top of being responsible for keeping the party alive? Making one of the most stressful roles in a party into one of the most complex to play at a baseline level would not be a good idea design wise.
    Maybe not complex as dps rotations, but yes.
    Spamming the same attack is deathly boring. Healing isn't even hard, in fact the only reason ast is hard is that it's clunky and held together by ducktape and hope.
    If they made healing less clunky with a more complex rotation it would benefit most everyone and be a better role in general. Im not even speaking from a 'hardcore' mindset, i consider myself pretty casual and still think it needs more complexity.
    (6)

  3. #33
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by ForteNightshade View Post
    I have long advocated that healing potency needs a drastic nerf. Healers are comically strong in this game, which is one of the many reasons you'll spend so much time DPSing. Unfortunately, nothing will change unless the devs move away from balancing content around the lowest common denominator. When their primary concern is addressing how that White Mage spamming Medica II for every little AoE needs to not feel stressed, it leaves healers in the state we have right now.
    My view on this is it's not so much the strength of heals. I admit they are strong. But the biggest issue us and has always been the absolute lack of incoming damage.

    Tanks highlight this. Tanks never used tank stance not because the heals were so strong it didn't matter. But more because incoming damage was so low that defence didn't matter. Which is why tanks were using slaying accessories for so long and when the devs tried to stop that the tanks just kept i270 right side because nothing ever hit hard enough to worry about.

    Heals are strong yes. But that's not the big problem.
    (0)

  4. #34
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    My argument is that the heals available should be appropriate for the content. The current healing toolkit I think is great, I just don't think they're appropriate. Because the vast majority of content out there doesn't make appropriate use of them.

    On the point of simplifying healing. I think Blue Mage is a good example of this. Blue Mage healing is the most engaged I've felt with healing in Shadowbringers. I have 1 big AoE heal (based on my own HP pool), 1 AoE Heal + Esuna, 1 AoE Shield (not heal) and 1 Single Target heal. No oGCD's. My heals felt more planned and I had to heal more than I normally do. When I didn't heal, I had plenty I could be doing, from enfeebling foes to mitigate incoming damage or piling in damage to contribute. By reducing the number of healing skills 4 with no oGCD's I felt more engaged with healing. Not that I would say bring it down to that level of simplicity, but the healing required needs to be appropriate for our toolkit or the toolkit needs to be appropriate for the content.

    I realise people might come in with the argument about Savage and Ultimate, where healing can be pushed more. But sadly, this only accounts for a small portion of the game's content, which not everybody does and I hope the devs aren't taking the attitude of balancing jobs solely around Savage Content and higher.

    With that said. I realise Savage and Ultimate content needs their balance. I've proposed the idea of a "raid" set before, which is balanced, kinda like how we have a PvP set.

    But I have an idea (albeit, not yet well thought out one) about how to implement such a thing. Have your base skill set, what you learn as you level and this is how the job gets balanced for raid and would be what we have now.

    Outside of raid this could replace the limited job system (or be an evolution of it) and that's have a separate set of abilities you can learn. These skills cannot be used in any raid content. Some level of balance would still be required, but I think overall it is less important outside of raid and I think there's more room for creativity.

    I think Blue Mage has been a good proof of concept to what a job could be in group & solo situations. Whilst it has its problems, its dungeon experience IMO has been a fun one and my experience of it has been that it's not created a scenario where they're OP for the content we run (if anything, that's one of the complaints, people were expecting BLU to be more powerful). And cases where BLU can pull stuff that's game breaking, that's something that can be dialled back. But imagine being able to learn additional DPS spells on your healer, or maybe some enfeebling spells? What if RDM could go out and learn some crowd control? (BLU has shown it's viable, especially as it works well on trash, but not so well that it breaks mechanics).

    And as part of that, existing spells could be upgraded or swapped out, so there's less button bloat. EG: I could choose to upgrade Indom into Shadowflare. I have one healing spell I can survive without replaced with a DPS skill I could make use of. As soon as I go into a raid, that Shadowflare is Indom again.

    In addition to this, they could then get away with making BLU into a real job with a base set of skills required for content and people can go out and learn and swap out spells outside of it (but the game breaking stuff held back).
    (4)
    Last edited by Saefinn; 01-24-2020 at 02:24 AM.

  5. #35
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,324
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by DJMau View Post
    So you want healers to have to worry about a DPS rotation on top of being responsible for keeping the party alive? Making one of the most stressful roles in a party into one of the most complex to play at a baseline level would not be a good idea design wise.
    One of 2 things needs to happen
    Damage needs to be less scripted, more random/frequent to make healing more interesting
    or healers need an actual damage rotation beyond 2 1 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 etc

    Personally i'd prefer the first option, but i know i'm in the minority on that one
    (0)

  6. #36
    Player
    Corbeau's Avatar
    Join Date
    Sep 2019
    Posts
    240
    Character
    Cam Ember
    World
    Ultros
    Main Class
    Paladin Lv 90
    Imagine if DoT ticks could proc scholar charges of Ruin IV like summoner gets from egi attacks. No new buttons needed, rotation changed.
    (3)

  7. #37
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    Quote Originally Posted by Billythepancake View Post
    How anyone finds healing in this game stressful, outside of maybe ultimate, is beyond me. You spend 90% of your time dpsing anyway and when you do need to heal you stop dpsing for just a second, use an oGCD, and go back to dpsing. Sometimes if you somehow run out of OGCDS you'll use a GCD. Unless your tank has glass bones and paper skin, or your the kind of healer that has to kiss away any booboo and cant let the tank miss even 10hp, you will be spending the vast majority of your time dpsing as a healer so why shouldnt they have more to do besides spam 1?
    Or focus less on DPSing when designing content. At the moment they are doing the opposite and the game suffers for it. I don't want more DPS as healer.
    (2)

  8. #38
    Player
    Malmstrom's Avatar
    Join Date
    Nov 2015
    Posts
    375
    Character
    Furious Dream
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Payadopa View Post
    Or focus less on DPSing when designing content. At the moment they are doing the opposite and the game suffers for it. I don't want more DPS as healer.
    Or as a tank, for that matter.

    CRIT / DH OR GTFO is boring.
    (2)

  9. #39
    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 Payadopa View Post
    Or focus less on DPSing when designing content. At the moment they are doing the opposite and the game suffers for it. I don't want more DPS as healer.
    I don't see it happening. Making content where healers have to use their tools and use them well makes the game harder. Making the game harder is not their ideal goal considering they want this to be a game for everyone, look at how they added an easy mode for MSQ instances. Making healers have to heal more makes the game harder, because if they fail people die. Content is so casual if a dps doesnt do their rotation right, the fight just takes a bit longer, tank doesn't CD right? They just have a bit less health, what happens if healers mess up? Someone, potentially the entire party, dies. That's why I dont ask to have to heal more because I know what they want for the game, they want the game to be for everyone, I just want more to do in that down time. DPS is the easiest thing to add, but there are other options such as buffs and debuffs.
    (9)


    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?

  10. #40
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,648
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Payadopa View Post
    Or focus less on DPSing when designing content. At the moment they are doing the opposite and the game suffers for it. I don't want more DPS as healer.
    Unfortunately, that isn't going to happen because as previously noted between Dzian and myself, they don't want to make healing stressful for the babiest of players. The end result is incredibly overpowered heals and not nearly enough outgoing damage to compensate. Until they move away from that philosophy, healing will always be secondary in this game.

    I wish they'd go the Support or Saboteur route. At least that'd give healers something else to focus on. I suppose it, too, falls into the "we don't want this to be too complicated". Basically, the dev team has pigeonholed themselves into a corner.

    Quote Originally Posted by Billythepancake View Post
    I don't see it happening. Making content where healers have to use their tools and use them well makes the game harder. Making the game harder is not their ideal goal considering they want this to be a game for everyone, look at how they added an easy mode for MSQ instances. Making healers have to heal more makes the game harder, because if they fail people die. Content is so casual if a dps doesnt do their rotation right, the fight just takes a bit longer, tank doesn't CD right? They just have a bit less health, what happens if healers mess up? Someone, potentially the entire party, dies. That's why I dont ask to have to heal more because I know what they want for the game, they want the game to be for everyone, I just want more to do in that down time. DPS is the easiest thing to add, but there are other options such as buffs and debuffs.
    I feel like something has to break sooner rather than later. If they insist on this incredibly basic design philosophy for healers going forward, it's only going push more and more players away from the whole. I can't tell you how many average players I've seen complaining how bored they are with healers. It isn't simply the raids voicing concerns but all types of players because, lets face it, if you aren't doing Savage or Ultimate. You're doing content where barely one healer is necessary. Let alone two.
    (6)
    Last edited by ForteNightshade; 01-24-2020 at 05:59 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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