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  1. #261
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by EaMett View Post
    I'll say this. FF14 is expanding. It has a lot of new players and I think it makes sense to cater to the skill floor for the classes. It sucks for us veteran mains. But alas it is how it is, and making healers accessible isn't necessarily a bad thing for the company at this point in time.
    This ^

    I want healing dungeons to be akin to healing a small gank team in the likes of AV or WSG back in WoW. Huge pressure, an emphasis on efficient triage with failure ending in deaths and wipes ahoy. But I also appreciate that that isn't really what the game either wants or needs as a whole. Entirely hardcore MMOs have tried and failed (RIP Wildstar). I'm sure Yoshida is all too aware of that.

    Quote Originally Posted by EaMett View Post
    However, it is undeniable that MMO players will clock a lot of hours and get better at their roles. When that happens, the current healer design doesn't give anyone room to grow into the roles and they become outright boring. It's an undeniable problem with the design and a valid reason for people to whine.
    The game will be fine if you don't hit that skill tier, or if you do but don't play the role much you may be willing to overlook it. But you hit the skill level and play the role day in and day out it's insufferable design.
    Of course, this is the flip side of the coin. Right now FFXIV is riding a crest of a wave that is sailing clean over the flailing corpses of WoW, New World, BnS etc. But at some stage it's not going to be the new shiny game in town. No MMO no matter how dominant will ever be able to lean on fresh blood entering the player pool forever. At some point they will need to start addressing the long term hook in the healer role as it's a thorn that's just getting dug further and further into the game's heel.

    Quote Originally Posted by EaMett View Post
    A lot of us have been advocating for options that would give us more to do while not raising the skill floor much at all. Alas, we didn't even get that, instead they kept dumbing things down. (weirdly, despite them acknowledging the general player consensus that healers are boring to play)
    This. Again.

    It's pretty sad that a core part of the naysayer's argument revolves around 'veterans', 'hardcores' and 'raiders' pushing for healers to get a DPS rotation. That is just one of many suggestions that have been put forth here. As in my first sentence, I'd much rather see healing requirements actually increased. Substantially. But it's evident that that's just not happening despite what Yoshida says with each and every expansion. Levelling dungeons see a bump (ironically less so this time round compared to SB) until we hit the level cap, and then it's dullsville as normal. Debuffs are another option I've put forward repeatedly, except of course we used to have those until SB removed them from healers as a whole and gave them to DPS to forget to use them for whatever reason. More buffs are another route that I still cannot believe SE haven't explored further.

    Not everything has to be super complex and game changing. My favourite idea that I've seen here mentioned in recent weeks? The idea of adding a Thundercloud style proc to healer dots. Absolute genius idea IMHO. It adds no extra buttons or bloat whatsoever. It doesn't change a single thing for those that aren't DPS minded, but it gives healers that want to optimise something extra to watch and min max. It'll help break up the rigidly fixed nature of our rotation over the course of an encounter. It'll offer further potential for extra weaves and it'll help break up the monotony of endless Glare spam even if a little.
    (11)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #262
    Player
    Axxion's Avatar
    Join Date
    Dec 2015
    Posts
    953
    Character
    Equinox Axxion
    World
    Behemoth
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Sebazy View Post
    This ^

    I want healing dungeons to be akin to healing a small gank team in the likes of AV or WSG back in WoW. Huge pressure, an emphasis on efficient triage with failure ending in deaths and wipes ahoy. But I also appreciate that that isn't really what the game either wants or needs as a whole. Entirely hardcore MMOs have tried and failed (RIP Wildstar). I'm sure Yoshida is all too aware of that.



    Of course, this is the flip side of the coin. Right now FFXIV is riding a crest of a wave that is sailing clean over the flailing corpses of WoW, New World, BnS etc. But at some stage it's not going to be the new shiny game in town. No MMO no matter how dominant will ever be able to lean on fresh blood entering the player pool forever. At some point they will need to start addressing the long term hook in the healer role as it's a thorn that's just getting dug further and further into the game's heel.



    This. Again.

    It's pretty sad that a core part of the naysayer's argument revolves around 'veterans', 'hardcore' and 'raiders' pushing for healers to get a DPS rotation. That is just one of many suggestions that have been put forth here. As in my first sentence, I'd much rather see healing requirements actually increased. Substantially. But it's evident that that's just not happening despite what Yoshida says with each and every expansion. Levelling dungeons see a bump (ironically less so this time round compared to SB) until we hit the level cap, and then it's dullsville as normal. Debuffs are another option I've put forward repeatedly, except of course we used to have those until SB removed them from healers as a whole and gave them to DPS to forget to use them for whatever reason. More buffs are another route that I still cannot believe SE haven't explored further.

    Not everything has to be super complex and game changing. My favorite idea that I've seen here mentioned in recent weeks? The idea of adding a Thundercloud style proc to healer dots. Absolute genius idea IMHO. It adds no extra buttons or bloat whatsoever. It doesn't change a single thing for those that aren't DPS minded, but it gives healers that want to optimize something extra to watch and min max. It'll help break up the rigidly fixed nature of our rotation over the course of an encounter. It'll offer further potential for extra weaves and it'll help break up the monotony of endless Glare spam even if a little.
    when it doubt you blame the hardcore players. Anyone remember when some people asked to push back the savage a bit so they can prepare. And there where other coin arguing that they didn't want to push back content for the raiders but it was just only the savage raids?
    (0)
    for a year, would you rather be secretly filmed at random moments and have the footage uploaded to your social media or loose $100 when ever you said a curse word?

  3. #263
    Player
    Melorie's Avatar
    Join Date
    Mar 2016
    Posts
    682
    Character
    Melorie Valliere
    World
    Behemoth
    Main Class
    White Mage Lv 81
    Quote Originally Posted by HyoMinPark View Post
    To be fair, it would be fairly easy for them to design future encounters that have a higher amount of damage output—thereby raising the healing requirements. The issue is…they aren’t even doing this. I’m not expecting them to go back and retune older content to have more incoming damage that has to be healed; but to, perhaps, look at future encounters and design them to have damage output that requires the use of all these new toys they keep giving healers. Them not doing this makes what I said earlier true: all these toys are now overkill.

    They have done a good job giving healers plenty of tools. Just not a good job ensuring we get to use them in a way that isn’t a blatant overheal in most content. I love AST’s healing kit. It’s the only thing that keeps me playing the job since they dumbed down the card system and tacked on Divination and seals as some weak play to keep all 6 major arcana relevant. But Neutral Sect is straight up broken outside of Savage/Ultimate content. No content below Savage requires it in the slightest. And that’s disappointing.
    In the ideal a world, we would've both. Encounters that are different design-wise (because variety is better!) and thus, hit harder, and a better kit in general, so that at least the time we spend doing stuff that's not "current" is also enjoyable, while also leaving room for the people that master the harder encounters to optimize. In my mind, Square Enix is capable of both, but in order to do so they have to get out of their comfort zone and also realize that sometimes, their ideas aren't exactly implemented that well in gameplay. I had high hopes for Endwalker, because they had an entire expansion after gutting the three healers to do something truly different, alongside the whole stat-squish thing, but alas... It's hard for me to stay optimistic regarding these issues.
    (5)

  4. #264
    Player
    DPZ2's Avatar
    Join Date
    Feb 2015
    Posts
    2,616
    Character
    Dal S'ta
    World
    Gilgamesh
    Main Class
    Bard Lv 97
    < Claps >

    Is it over yet?
    (1)

  5. #265
    Player VictoriaLuv's Avatar
    Join Date
    Sep 2021
    Posts
    189
    Character
    Seraphine Rosa
    World
    Spriggan
    Main Class
    Arcanist Lv 90

    I'm giving really serious reply

    Alright
    Making healers feel fresh and exciting isn't something thats gonna be easy over all fix. we need fix alot things. currently how trash and boss monsters interact with a players. how status effects and debuffs are so week and feeble that there not even worth removing with esena. they can make monster and player interactions in combat more active. big trash using tank busters. trash monsters debuffing dps making them lose 50% of there dps can be removed by esuna revisiting whole status effect system all together. maybe even allowing healers to put status effects on other monsters. that isn't useless sleep. or bind something strong that could save a tanks or dps life like paralyze

    how each pull of trash is boring it is just much of monsters with really weak auto-attacks telegraphed attacks with no unavoidable attacks. hence they don't do enough damage. so in the end. tanks are forced to pull big cause group of 3 monsters don't do enough damage to them enough to be healed. so they need pull 3-4 packs so healer feel like a healer. this how bad trash/bosses are when dealing damage. unless your doing ultimate/savage content where pretty much any attack you take will down right kill you. they programmed about 10 instant death mechanics claiming its hard. so what does healer really have to heal within that down time. that is issue. lessen the downtime. drasticly making healing more engaging and adding at least 1 more dps abilitiy

    this mean that player/monster interaction is extremely weak. and there should be more things the player should focus on other the healing and dps. or players know mechanics enough they never take any damage or need heal anyone else. this is a problem. so best thing can do make it where everyone takes unavoidable damage more. or have some other nasty thing happen to them that healer have to remove

    Esuna - Doom - if not removed 8-10 seconds they die and is forced releaseed so they cant raise there
    Esuna - Paralyze
    Esuna - Blind - makes 50% all your attacks. spells and heals miss
    Esuna - Enfeeble - reduces all damage your dps deals by 50%
    Esuna - Paci/silence - stop of actions/spell casting ability
    Esuna - 50% heavy + with massive damage dot added

    going back to 2.0 content where savage/utlimate fights aren't you just spawning directly at the boss. but gambit of trash. and savage bosses with savage/ultimate trash. with more player/monster interactions instead constant tank spank. and mechanic dance

    healers are so post to have support abilities. however they made ast overtuned with damage increase buffs. not realising how much they destroyed other healers in doing so.
    supporting is another factor of being healer. watch we do not have anything impressive. maybe they can add mechanics where there is a need for use a buff phase where healer has to use there supporting tools instead dpsin or healing to make sure the job is done.

    right now adding additional dps skills is just very bad Band-Aid to already massive problem. we have ranged dps can heal themselfs. we have tank can heal themselfs without the new of healer. and solo carry

    by no means do they take healer community seriously cause if dont like a job just switch to another, that hook is deep. they need get off there lazy buns and fix it,

    I am fine with us having 1 more dps skill as long as they also make healing aspect of the game fulfilling by doing whatever means nesseracy

    once they fixed all healing issues plaguing all the ff14 then all fine with having more dps skills
    (2)
    Last edited by VictoriaLuv; 10-26-2021 at 06:23 AM.

  6. #266
    Player Aword3213's Avatar
    Join Date
    Nov 2020
    Posts
    863
    Character
    Eizen Aifread
    World
    Typhon
    Main Class
    Monk Lv 100
    Quote Originally Posted by inhaledcorn View Post
    And, the sad thing is: it doesn't even need a whole lot to be somewhat more entertaining. If they don't want us to heal more incoming damage, fine. I get that. Just... give us more DPS buttons to hit since that's what we're doing most of the time. Like, we don't even need a whole lot. Give us back Aero III and Miasma II. Let SCH have Shadowflare and Miasma III (and make that an upgrade of Miasma II). Give us Eurkasian Dykrasis. What did AST have? Stella? I dunno, but let AST have something, too. Return the damage to Fluid Aura but remove the knockback because lord knows that's not why we used it back in the day.

    It doesn't have to be DPS-levels of complex, but I don't want to be falling asleep, gdi!
    Out of couriosity, but do you think people would stop complaining healer being boring in a parallel universe where we do see the return of Aero III, Miasma II, Shadowfalre and Miasma III?

    I think...maybe we need more than that?
    (1)

  7. #267
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Aword3213 View Post
    Out of couriosity, but do you think people would stop complaining healer being boring in a parallel universe where we do see the return of Aero III, Miasma II, Shadowfalre and Miasma III?

    I think...maybe we need more than that?
    Probably not. Because at least there would be more depth to what you’re doing. Maybe you wouldn’t have added healing requirements, but you’d at least have another DoT to manage on top of the first one and your nuke. I still miss Aero III because not only was it amazing to throw on AOE trash packs that you’re also Holying down, it was used on a single target as well. And it has a 24s timer versus Aero II’s 18s, so you had to watch for both and manage both.

    I wouldn’t be opposed to more—but baby steps. I said previously I’d love to see more damage-into-healing mechanics a man what SGE’s Kardia does. Give some interaction between the healing toolkit and the damage toolkit. And it would reward healers who could juggle both.
    (5)

  8. #268
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aword3213 View Post
    Out of couriosity, but do you think people would stop complaining healer being boring in a parallel universe where we do see the return of Aero III, Miasma II, Shadowfalre and Miasma III?

    I think...maybe we need more than that?
    I don't think the complaints would stop completely, no, especially when we compare it to what we had in HW. I do, however, think Sage is on the right path. I think they're waiting to see feedback on Sage and might adjust healers in the future to be more like it if it's received positively. Well, also probably need to see how the playerbase can handle the more DPS-focused healer before they start adding more DPS tools to the other healers.

    I think it's going to be something slow and gradual, sadly, but hopefully it's something that can at least start.
    (1)

  9. #269
    Player
    CrimsonGunner's Avatar
    Join Date
    Aug 2019
    Posts
    581
    Character
    Mike Arklight
    World
    Twintania
    Main Class
    White Mage Lv 92
    Quote Originally Posted by VictoriaLuv View Post
    Alright
    exactly what the healer community wants
    yey you finally get it but 1 thing i want to correct you.
    this is what all of us want, to have more healing and support to do but as was said before the fixing for all healing issues is a long and rigorous journey that if SE is going to do will take time to do cause they need to fix 8 year worth of content for that to be fixed. so while there is no immediate fix for healing issues , we don't want to spam 1 button for damage for an entire content or most time in one.
    so what people are asking add 1 more button for pressing, something else to do to break the monotonous 1 button press we do most of the time, that is all , no rotation no giga brain decision just 1 more button until healing issues are fixed.
    (2)

  10. #270
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by HyoMinPark View Post
    snip
    Yo, where did your sig go?
    You had one earlier today, but now it's just gone.
    (0)

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