And then there is the wrong way aka white hole or heartless archangel . I despise these “healer mechanics” boring healing too 100 % hp or you wipe.I'm sure most would agree that the primary issue with the healer role at the moment is that its just too boring. The solution to any given combat situation is too straightforward: heal after ppl take damage, shield before ppl take damage, or just deal damage. I think that in order to make healing in general more interactive and engaging healers would need to have windows where they heal others based on a percentage of their damage dealt in some way, shape, or form. An example would be when healer x activates spell/ability y then for the next 10 seconds the three most injured allies within 15 yalms are healed for 50% of the damage you deal to enemy z. There are potentially endless ways to incorporate that healing via damage dealt play-style into the kits of each healer in fun and unique ways. Not only would it open the door to adding more complexity to the damaging portion of a healers rotation but would also invite more opportunities to raise the skill ceiling of the role by adding that third layer of depth to its' arsenal making the methods for dealing with those situations become less obvious.
I agree wholeheartedly.
I think one of the more interesting times I've had healing anything relatively recently was HW2 during final omega. It forced movement and spreading so the effectiveness of AoE healing was diminished but also didn't allow too much for a bunch of prep since you didn't know who was getting what mechanics.
I'd like more chaotic things like this. Don't let me have a perfect plan to handle whatevers coming, more sporadic and randomized mechanics would be the simplest way to spice things up imo.
Basically since I finished the SB patch on my Scholar I stopped playing. So it's been a few months now.
When I started playing FF14 I asked which healer I could dps and heal, and Scholar was so cool to me, you get this book wielding, awesome story, dots, miasma aoe thing, and I loved the scholar side quests too! I like, hella pack-bonded with my scholar and its class identity. I get that maybe the devs don't like how scholar/summoner are mushed but they seriously needed to get over it. So many people love the class and even lore wise its so cool to have a counterpart to whatever you choose as your main.
But they gutted it. I'm trying astro out now because there's a few more buttons to click, but my heart aches for my scholar, and the closet-rp/adventures I had on her. I miss her so much.
This part has honestly always been rather baffling to me and even more so now that they've "finally" started separating the two jobs by locking some ACN skills from SCH. It's not like they've removed Resurrection or Physic from SMN, so it appears the "big issue" with ACN's jobs was, in SE's mind, just the extra dps skills on SCH? But that expanded DoT kit along with Energy Drain has always been exactly what people enjoyed about the job, so how was it a bad thing?
I guess all these years they've been complaining about their mixed kits because they just wanted to make SCH a boring pure healer and that was standing in their way? If that's indeed the case, then that throws even worse light on how badly disconnected their "vision" is from what players actually want from their jobs.
In my field of work, what I creatively may think or prefer may not be what my client wants; I do what my client asks....I guess all these years they've been complaining about their mixed kits because they just wanted to make SCH a boring pure healer and that was standing in their way? If that's indeed the case, then that throws even worse light on how badly disconnected their "vision" is from what players actually want from their jobs.
I may not agree fully, and I will give my full opinion and breakdown, but in the end... I do what my client asks.
That's my job.
While I understand that SE has a vision, a dream when they create each game, they also need to understand that when it comes to the mmo, they need to listen to their audience, their client. And right now they completely are ignoring that and I am scared ff14 will eventually go poof because someone was too pig headed to just let go and do what makes people happy... ._.
edit: within reason ofc! not like, we want one click boss dead mechanics, but in the healer context is what i mean
Yeah, good mmo design is kind of a balance of listening to what your players want, while also "knowing better" in regards to what can work and what doesn't.
Thing is, I feel that SE lately at the same time thoughtlessly implements the silliest suggestions and discards original job identities/vision in order to "cater to wider audience", while also stubbornly clinging to certain things which have proven not to work over the years. Perhaps it is due to some weird conflict or lack of communication within the job design team, I don't know.
I wonder if part of the problem is that, somehow, despite everything, they still think this is what we want? Even though we're doing our best to provide feedback in the most appropriate way possible. Maybe, on the next Live Letter Q+A, or something, we need to get our "healer union" to mass-submit questions that draw lots of attention to our dissatisfaction...? I'm legitimately unsure- over 500 posts on a thread active for 11 months hasn't gotten the tiniest squeak, which is saddening to say the least.In my field of work, what I creatively may think or prefer may not be what my client wants; I do what my client asks.
I may not agree fully, and I will give my full opinion and breakdown, but in the end... I do what my client asks.
That's my job.
While I understand that SE has a vision, a dream when they create each game, they also need to understand that when it comes to the mmo, they need to listen to their audience, their client. And right now they completely are ignoring that and I am scared ff14 will eventually go poof because someone was too pig headed to just let go and do what makes people happy... ._.
edit: within reason ofc! not like, we want one click boss dead mechanics, but in the healer context is what i mean
Not to deviate too far from the thread topic, but in my line of work we call the good fusion of these ideas "challenging posture". Blindly doing whatever you're told will get you part of the way to a great result, and nobody likes an employee who stubbornly insists the customers are all idiots and he/she knows best. Careful use of challenging posture is the greatest predictor of success; i.e. customer satisfaction. The idea here is not that you "know better" than your customers, but rather that you know your field. You quite likely know more about the things you produce than the consumers on the other end of that process do. The point is to take what your customers are asking you for and tease out what they actually want. People have a tendency to be really bad at knowing or articulating what they actually want at the end of the day, and that's okay! A lot of customer requests can boil down to asking for a band-aid to fix something that, from your end, you can see is a much larger problem, and their suggested solution won't actually be a path what their true goal is. If you make it part of your job to take suggestions, have conversations, and from there help them to ask for what they really want, everyone is happier.Yeah, good mmo design is kind of a balance of listening to what your players want, while also "knowing better" in regards to what can work and what doesn't.
Thing is, I feel that SE lately at the same time thoughtlessly implements the silliest suggestions and discards original job identities/vision in order to "cater to wider audience", while also stubbornly clinging to certain things which have proven not to work over the years. Perhaps it is due to some weird conflict or lack of communication within the job design team, I don't know.
For a concrete example let's say...recommending a computer. Someone comes in and asks for brand X because they've heard it's good. Now, do they really want what they've asked for? What are they going to use it for? How often? Is it going to be a gaming rig or an email checking machine? Maybe they'll come away with a different choice. This process can be generalized out to a surprising number of fields other than retail. Software design is absolutely one.
Relevant. (Pick 5 had a literal noose in it so I decided to blur that thing out)Not to deviate too far from the thread topic, but in my line of work we call the good fusion of these ideas "challenging posture". Blindly doing whatever you're told will get you part of the way to a great result, and nobody likes an employee who stubbornly insists the customers are all idiots and he/she knows best. Careful use of challenging posture is the greatest predictor of success; i.e. customer satisfaction. The idea here is not that you "know better" than your customers, but rather that you know your field. You quite likely know more about the things you produce than the consumers on the other end of that process do. The point is to take what your customers are asking you for and tease out what they actually want. People have a tendency to be really bad at knowing or articulating what they actually want at the end of the day, and that's okay! A lot of customer requests can boil down to asking for a band-aid to fix something that, from your end, you can see is a much larger problem, and their suggested solution won't actually be a path what their true goal is. If you make it part of your job to take suggestions, have conversations, and from there help them to ask for what they really want, everyone is happier.
For a concrete example let's say...recommending a computer. Someone comes in and asks for brand X because they've heard it's good. Now, do they really want what they've asked for? What are they going to use it for? How often? Is it going to be a gaming rig or an email checking machine? Maybe they'll come away with a different choice. This process can be generalized out to a surprising number of fields other than retail. Software design is absolutely one.
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Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
The community groupthink that you must always be dpsing if you're not healing really turned me away from healing in this game mid-leveling. I just wanna heal, if that's going to be an issue for others I'd just rather not heal at all and play something like a tank or a dps.
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