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  1. #121
    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 Valkyrie_Lenneth View Post
    So what they need to do is reduce the potency of healer ogcds?
    Remember 5.0 AST? Its healing potencies were so weak it couldn't do its job for normal content, not without a really good tank and coordination. There's a reason come 5.05 they had a page long list of changes, most of which were potency changes.

    I'd rather just have something to do in downtime then them try and get rid of it. This game is meant for more casual players, making it harder would go against a huge portion of the player base. Having more DPS buttons to press isn't going to change the playstyle of players that already spend most of their time healing when they should, and it gives the better players something to do.
    (4)

  2. #122
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    So what they need to do is reduce the potency of healer ogcds?
    That doesn't really change the 2, 1, 1, 1, 1, 1, 1, 1, gameplay though, except you make me Cure II instead of Tetra occasionally. Lily heals aren't really OgcD and cutting Bene means DRK gets worse.

    We could do with more incoming damage and more dps options to fill downtime really. Cutting the toolkit down even more and nothing else won't suddenly make it engaging.
    (4)

  3. #123
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Liam_Harper View Post
    That doesn't really change the 2, 1, 1, 1, 1, 1, 1, 1, gameplay though, except you make me Cure II instead of Tetra occasionally. Lily heals aren't really OgcD and cutting Bene means DRK gets worse.

    We could do with more incoming damage and more dps options to fill downtime really. Cutting the toolkit down even more and nothing else won't suddenly make it engaging.
    SE: Healers that sometimes do Damage.
    Players: DPS that sometimes heal.

    The above is the problem. The smooth perfect runs are the runs i hate the most as a Healer. Healing as a Role is at its most engaging when shit is hitting the fan.
    We dont need "bigger" damage hits, we need more frequent hits to the party that aren't on a script.
    Boss Autos need to be punishing rather than Busters being the exclusive threat to a Tanks life.

    For as long as we can line up oGCDs and other big heals to incoming damage with precision, we'll never get Healing that is engaging for the whole fight.

    We need random damage. IMO. Downtime should be topping off party members with smaller cheap heals as opposed to only ever healing the party exclusively through AoE oGCDs and Medica II.
    (6)

  4. #124
    Player
    Aeonblade's Avatar
    Join Date
    Jun 2014
    Posts
    43
    Character
    Amari Fae
    World
    Exodus
    Main Class
    Dragoon Lv 61
    Let's not take a Reddit poll to the bank just yet. Sure the data can be useful, but reddit has an awfully bad reputation lately. I would of put a lot more stock in a Reddit poll 2 years ago before it became the cess pit that exists in the crater where reddit.com once stood. Sadly, most human beings have long since migrated elsewhere to escape the echo Chambers and heavy handed moderation. It really wouldn't surprise me to find out this data has been altered.

    I'm a returning player who's very happy with the changes so far. The game plays much more smoothly than it did before with all of the extra bloat.
    (5)

  5. #125
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Billythepancake View Post
    Remember 5.0 AST? Its healing potencies were so weak it couldn't do its job for normal content, not without a really good tank and coordination. There's a reason come 5.05 they had a page long list of changes, most of which were potency changes.
    What do you mean by "normal content"? People were panicking that ASTs couldn't do wall-to-wall pulls, but that was totally untrue. I leveled my AST before they got any buffs and I was healing mass pulls, even with trashy tanks who wouldn't use their cds - yes, it took the entire job's kit and I only had time for a couple Gravities then, but frankly that's how healing should look imo, if you have a crap tank pull everything - you're doing hard carry at this point and that should feel like it's pushing your limits. With normal tanks it was all fine. It's not even like I'm some experienced healer either btw, it was just a matter of actually reading what options you've got and using them.

    As for harder stuff, ASTs definitely did the EX trials available at the time and while there was no Savage to test with, with how little healing is required normally, I'm pretty sure two healers with 5.0 AST's output could still totally clear anything - they'd just have to dps less.

    5.0 AST would've probably been a very good example to follow for overall healer power levels, if it wasn't for the other two being so "overpowered" in comparison at the time, as well as the tendency to buff things which are balanced rather than nerf the stuff that's too strong.

    Don't get me wrong, I do believe that healer dps kits should be expanded again, because there's always going to be downtime, especially as people get geared up and balancing heals vs dps is a cool optimization mechanic. That said, there needs to be some actual healing to balance that dps against - we could get both more need for heals and more engaging dps.

    Increasing healing requirements would also lower the dps gap between casual healers who gcd a lot and veterans who barely do so, which is supposedly what SE wants - to make healer dps truly optional. Of course veterans would still dps more due to better cooldown usage, but lowering potential max output would make weaker/pure healers far less jarring, so it's not like this would benefit only the hardcore perspective.
    (4)

  6. #126
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    766
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Rogue Lv 81
    Quote Originally Posted by Sylve View Post
    SE: Healers that sometimes do Damage.
    Players: DPS that sometimes heal.

    The above is the problem. The smooth perfect runs are the runs i hate the most as a Healer. Healing as a Role is at its most engaging when shit is hitting the fan.
    We dont need "bigger" damage hits, we need more frequent hits to the party that aren't on a script.
    Boss Autos need to be punishing rather than Busters being the exclusive threat to a Tanks life.

    For as long as we can line up oGCDs and other big heals to incoming damage with precision, we'll never get Healing that is engaging for the whole fight.

    We need random damage. IMO. Downtime should be topping off party members with smaller cheap heals as opposed to only ever healing the party exclusively through AoE oGCDs and Medica II.
    My favorite normal mode raid right now by far is Fulmination, where boss damage seems much higher than the other ones. It's not only more fun for healers but also for the main tank (especially Warrior). I really don't understand why other bosses do such absurdly low damage.

    edit: I'm talking about boss autos
    (0)
    Last edited by SamRF; 04-28-2020 at 08:53 PM.

  7. #127
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Satarn View Post
    As for harder stuff, ASTs definitely did the EX trials available at the time and while there was no Savage to test with, with how little healing is required normally, I'm pretty sure two healers with 5.0 AST's output could still totally clear anything - they'd just have to dps less.
    I still think parties should be 1 Tank, 1 Healer by default. Tank swap mechanics always feel like they exist exclusively to justify the presence of a second Tank.
    (0)

  8. #128
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Sylve View Post
    I still think parties should be 1 Tank, 1 Healer by default. Tank swap mechanics always feel like they exist exclusively to justify the presence of a second Tank.
    The default party comp has to be 2 tanks and 2 healers for the sake of providing a safety net - all difficult content would suddenly become way more unforgiving if just one tank/healer messing up and dying lead to wipe in most situations, since there's nobody to pick up the boss or heal until said person is rezzed. They don't want to put all this pressure on just one person by default.

    That said, SHB could certainly use some fights that could be solo-tanked, they really went out of their way to prevent it this time. On the other hand, if they don't add mechanics for OTs then that's pretty boring for them too, but the tank mechanics have been so unengaging lately that it really feels like just forcing 2 tank comps(well, last tier+ Ruby at least, can't talk as much about current tier as I've dropped tanking bc it sucks now).
    We should have more mechanics that actually require tanks to co-operate, like Target Analysis. Including OTs in thread with Voke/Shirking in SB was also kinda neat, if it wasn't for the excessive aggro dumps on DPS/healer jobs. Lowering overall tank damage taken and making majority of busters doubles has also lowered the importance of planned swaps for cooldown optimization(same for those fancy OT cds they just gave everyone), which sucks.

    Boss Autos need to be punishing rather than Busters being the exclusive threat to a Tanks life.
    The sad thing is that in SB autos were the actual main threat - especially with random crits. Removing those and lowering tank damage intake has really hurt both roles imo.
    (0)

  9. #129
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Satarn View Post
    The default party comp has to be 2 tanks and 2 healers for the sake of providing a safety net - all difficult content would suddenly become way more unforgiving if just one tank/healer messing up and dying lead to wipe in most situations, since there's nobody to pick up the boss or heal until said person is rezzed. They don't want to put all this pressure on just one person by default.
    To be fair, Savage/EX is already pretty unforgiving in the deaths department. Hades EX at the time (And now still) parties wiping to enrage on Phase 1 if DPS die.

    Also, Red Mages and Summoners having Raises and the ability to spot heal becomes more valuable to the party in general.

    The problem is that 1 Healer has the raw throughput to solo heal. So having 2 just makes it even easier to focus more often on DPS.
    For Normal Trials and Raids, having the safety net of 2x Tanks/healer is fine. But for the hardest possible content? I kinda want to see what SE can do with a fight that was designed around only 1 Tank and Healer and how the playerbase reacts to it.
    (1)

  10. #130
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by EaMett View Post
    The potency would probably have to be higher to make it worthwhile. At 225 you might as well solace your tank, you would get as much damage off and a heal to boot. If it's more than 225 potency then it would become the defacto weaving tool for optimization. It would also directly compete for priority with skills from other healers. So for instance, currently, in a whm/sch comp you want your whm to use their lilies before the sch uses their aetherflow stacks. That balance could be broken and if it is then sch will need to priority heal and they will fall behind even further in dps (they're already the lowest dps in the game).
    Not saying it's a bad thing, or can't be done. Just needs some forethought and is an added complexity compared to just giving whm an ogcd dps tool that they are quite frankly lacking anyways.
    Well no. Re read what I said. If it was 225 sure you could solace the tank and it would be damage neutral. Or you can use this new tool (provided healing isn't needed) to prevent overcap save your healing lilies for when the boss isn't targetable to charge a blood lily. Or another scenario, say you've already charged a blood lily, and you're saving it for a raidbuff window (i.e. trick attack) or an add phase, but you need a weave/movement tool, it gets its use there as well without overcapping your blood lily. A 225 potency tool would have its own niche which adds more depth to approaching combat without being very strong.
    (0)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

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