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  1. #121
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    It doesn't matter to me how you define AST's gameplay aesthetic. The introduction of damage up card buffs back in 2015 was quite possibly the single worst decision that they've made for healing as a role. It's artificial 'utility', and it overshadows everything else you could offer as an alternative. As long as that is a part of your job, it's going to dominate your identity as a white mage with cards. Er, yes, I will use my mastery of the space-time continuum to... make your damage up buff last longer. That's not at all worthy of being called "time magic".

    If you want a more nuanced support identity, then you need to make a clean break with the damage up buffs and start exploring other types of utility effects. I mean, this is what I would be asking if I was on WHM. AST gets to 'support' its team through damage buffs. WHM should get its own style of utility buffs. Let them give out Lucio-style movement speed boosts to melee dps to let them squeeze in extra GCDs before repositioning. Let them setup a Symmetra styled Warp Pad to let your ranged/casters jump between two points on the arena. Positional advantages translate into dps advantages in the hands of a good player. They're support effects, but it's not simple at all to evaluate their value. And that's the same type of design space that time magic has historically occupied in FF's history.

    If you want it, you need to commit to it. Otherwise, let another support job do it the justice it deserves.
    (8)

  2. #122
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Lyth View Post
    If you want it, you need to commit to it. Otherwise, let another support job do it the justice it deserves.
    We do want it. The fact of the matter is the dev team does not.
    (8)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  3. #123
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Spell speed/Skill speed buffs were removed from both SCH and AST.

    Is the only reason they potentially misalign rotations?
    (0)

  4. #124
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by GrimGale View Post
    Spell speed/Skill speed buffs were removed from both SCH and AST.

    Is the only reason they potentially misalign rotations?
    Yes, but it was reduced to just another bump on the gear calculation if you wanted to actually use it. Spear before it was changed to critical strike chance was the only AST buff that was demonstrably bad for your rotation regardless of your role. Either you fished for it for half the fight and slapped it on one of the cooldown-heavy DPS repeatedly or you didn’t bother. Balance and Arrow were both strictly better given equal levels of attention and didn’t break rotations. Hell as a singular card Bole was better as a DPS tool.
    (1)
    Last edited by Grimoire-M; 03-31-2021 at 01:33 PM.

  5. #125
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,509
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Lyth View Post
    It doesn't matter to me how you define AST's gameplay aesthetic. The introduction of damage up card buffs back in 2015 was quite possibly the single worst decision that they've made for healing as a role. It's artificial 'utility', and it overshadows everything else you could offer as an alternative. As long as that is a part of your job, it's going to dominate your identity as a white mage with cards. Er, yes, I will use my mastery of the space-time continuum to... make your damage up buff last longer. That's not at all worthy of being called "time magic".

    If you want a more nuanced support identity, then you need to make a clean break with the damage up buffs and start exploring other types of utility effects. I mean, this is what I would be asking if I was on WHM. AST gets to 'support' its team through damage buffs. WHM should get its own style of utility buffs. Let them give out Lucio-style movement speed boosts to melee dps to let them squeeze in extra GCDs before repositioning. Let them setup a Symmetra styled Warp Pad to let your ranged/casters jump between two points on the arena. Positional advantages translate into dps advantages in the hands of a good player. They're support effects, but it's not simple at all to evaluate their value. And that's the same type of design space that time magic has historically occupied in FF's history.

    If you want it, you need to commit to it. Otherwise, let another support job do it the justice it deserves.
    I agree with this... I think it's actually a problem that healers can offer specific +dmg utility, because it would be always used in favor of defensives, especially right now, where healers rarely run out of MP and overhealing is abundant.

    There are tons of other utitities that can be explored instead of simply buffing damage. Like you said, a boost to movement speed might save someone's behind in a tight situation.

    Magic defense, physical defense, movement speed, spell or skillspeed, MP regen, Reflect back part of damage taken... I'd even put cool utilities not yet seen, like faster recovery from the debuff you get after a rez.
    (0)

  6. #126
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Raikai View Post
    I agree with this... I think it's actually a problem that healers can offer specific +dmg utility, because it would be always used in favor of defensives, especially right now, where healers rarely run out of MP and overhealing is abundant.

    There are tons of other utitities that can be explored instead of simply buffing damage. Like you said, a boost to movement speed might save someone's behind in a tight situation.

    Magic defense, physical defense, movement speed, spell or skillspeed, MP regen, Reflect back part of damage taken... I'd even put cool utilities not yet seen, like faster recovery from the debuff you get after a rez.
    To me the problem is Draw and Play itself. You're never going to use Utility cards if you're only guaranteed a finite amount of cards per fight and you have to pick between them and DPS cards. The DPS cards will always win that race if they're tuned to even be acceptable. The way around this, to my way of thinking, is to make draws happen automatically when you use certain actions such as (but not limited to) Play, and split Play into DPS and non-DPS versions that do not share cooldowns. Because Draws happen automatically AST loses a lot of tension, so I'd propose shifting their focus to hand manipulation, in a manner that reflects what they used to be able to do in Stormblood, but with more slots to store cards and ideally less party member selection. That way you can take advantage of their utility without losing DPS potential. The downside to this is you explicitly can't have an action like Undraw to fix mistakes, and therefore have to have at least one action that acts as a safety valve against bad RNG. A slightly tweaked version of Minor Arcana where instead of another 50/50 RNG choice it instead always gave you nukes from Utility cards and heals from DPS cards would have solved this dilemma.
    (2)

  7. #127
    Player
    ksuyen's Avatar
    Join Date
    Jul 2017
    Posts
    185
    Character
    Yu Sakurakoji
    World
    Lamia
    Main Class
    White Mage Lv 90
    Oh I have no doubt they will be balance, after all after playing 3 healers for years they all are capable doing their jobs in any situations. The problem is often lay on the player: which playstyle do you like most, which you feel more comfortable with, which you find most cumbersome. Again, these are all subjective. Player X might find WHM easiest while player Y might find WHM is annoying and prefer SCH. In fact they all are fine. Just play whichever healer you like to play most, as Risvertasashi said, there has never been a problem with healers. It's always you: the players.
    (4)

  8. #128
    Player
    AC9Breaker's Avatar
    Join Date
    Nov 2018
    Location
    Bastok
    Posts
    189
    Character
    Ezekyle Abaddon
    World
    Ultros
    Main Class
    Machinist Lv 90
    Yeah, it can survive another healer.
    (2)
    "Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

    --an excerpt from a Night Lords Novel, "Void Stalkers" Chapter X: Revenge.

  9. #129
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I am hoping the addition of Sage and the further distinction between shield/hots, makes devs implement a distinction between PersonalDPS/Selfish and RaidDPS/Support within healers.

    Seems Sage will be joining WHM in the Personal Dps category, so I am hoping SCH's support skills (Chain Stratagem, debuff management and such) get expanded upon.
    (3)

  10. #130
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by GrimGale View Post
    I am hoping the addition of Sage and the further distinction between shield/hots, makes devs implement a distinction between PersonalDPS/Selfish and RaidDPS/Support within healers.

    Seems Sage will be joining WHM in the Personal Dps category, so I am hoping SCH's support skills (Chain Stratagem, debuff management and such) get expanded upon.
    Agreed. I really hope they allow more support for the shield based healers. Buff / Debuffs are sorely needed on healers in general and shouldn't be on the DPS. They rarely ever use them.
    (0)
    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]

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