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  1. #1
    Player
    MellowMink's Avatar
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    Sep 2021
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    Mello Minkus
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    Faerie
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    Summoner Lv 90

    Raising healing requirements for newer content alone won't also improve older content

    There's increasingly what I feel is a focus on an incomplete solution in a lot of developer responses and some thread replies, so I want to make a thread specifically bringing attention to that: One common response I see to many healers wanting more DPS options so that their frequent downtime is less repetitive and boring is that developers are supposedly trying to raise healing requirements for newer expansion content as an alternative solution. The supposed idea is that if DPS attacks are only rarely able to be used due to stricter healing requirements, then there not being many options wouldn't be a problem; however, I disagree with this working for multiple reasons:
    1. We've been told this would be improved for Shadowbringers, but that hasn't been the case for a majority of the expansion's release. Trying isn't the same as successfully doing.
    2. The director himself has stated that he's aware that downtime inevitably increases as player item levels improve, which usually happens pretty quickly after each new patch. How can you consistently ensure the same amount of downtime for the life of the content, unless you force minimum item levels the whole time, thus making newer gear and weapons less valuable?
    3. This won't solve repetition issues with content that only requires you to take care of yourself, such as beast tribe quests, main scenario mobs, and unsynced solo instances
    But okay, let's say that newer Endwalker content will somehow avoid all of these issues; I'm skeptical that this will be the case, but for the sake of my next point, let's just assume that it somehow does. That ignores a major part of these conversations that I feel is often overlooked...

    Raising healing requirements for newer content alone will not also improve the gameplay for A Realm Reborn, Heavensward, Stormblood, and Shadowbringers content, which will still be about 80% of the game's total content. This is especially true when helping newer players, doing roulettes, playing through New Game Plus, participating in large-scale instances like Eureka or Bozja, running older content in Party Finder, finishing older beast tribe quests, and more. I do not believe that most active healers have ceased ever doing any content that isn't from a current expansion.

    Unless the development team is also going back into base game and past expansion content and retroactively updating healing requirements for all their battles, I don't see how an answer that we shouldn't worry about excessive DPS repetition because healing requirements will be improved only for newer content fully addresses the issue of healers being bored while trying to optimize output damage when healing becomes rarely needed. I sincerely feel like this pretty basic thing is either overlooked or ignored in the few higher-up responses we see to questions of wanting more DPS options for healers, and I hope that's more actively thought of in future discussions.
    (36)

  2. #2
    Player
    Sebazy's Avatar
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    Aug 2013
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    Gridania
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    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    At this point, I'm honestly not really sure anything can be done for older content, it'd be a massive undertaking to go back and retune it and honestly, I'm not even sure that it would be productive to do so.

    My reasoning is that this game has had a really peculiar difficulty curve that in many regards is literally the reverse of what common sense states it should be.

    At the risk of preaching about early ARR a bit too frequently.... One thing 2.0 did particularly well was ramp up the difficulty as dungeons progressed, it also used earlier content as training wheels to prepare the player for what was to come further down the line. A few examples:

    Brayflox was arguably the first dungeon where you actually had to be alert. Bad player positioning could get you swamped with adds whereas bad boss positioning would make a boss significantly more challenging or potentially even force a wipe. It was the training wheels version of Aurum Vale.

    And then you've got my favourite, Amdapor Keep, Psyche Flayer and Anantaboga demonstrated mechanics that would later be used in Garuda Hard, whereas Demon Wall was a simplified training ground for Titan HM. Anantaboga even had an enrage of sorts! In a Dungeon!

    At the time, AK was a step up over Wanderers and prior dungeons and really was the preparation step towards Hard Mode primals which in turn were the gate keepers for Coil.

    Compare that to what we have now. A mish mash of levelling dungeons with the occasional random difficulty spike often out of the blue (routinely right in the first pull for whatever reason) which leads into an endgame of mindless content where even if you can get yourself killed fairly easily, the risk of complete failure just isn't there anymore. And then you crash into Extreme primals. Hard.

    There's just no preparation step before that anymore and I'm of the mind that if 'levelling' content mostly gets trivialised, that's a worthwhile sacrifice if it means that the game gets some semblance of a difficulty curve back. It doesn't need to ramp up into a souls like. It just needs to be enough to push players into thinking about their personal contribution to the team.

    You just can't tune a game around portions of a player base that doesn't really care if they are dead weight because they'll get their loot anyway.
    (31)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    Saefinn's Avatar
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    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    I think there's only two ways they can alleviate this:

    1. Retune stats for older content to be balanced in the way they were intended and compensate the iLevel difference and level difference (maybe stat caps)
    2. Give us better DPS options because that's all we are going to be doing anyway.

    After clearing Titan Savage my group decided to do Cape Westwind min iLevel synced for fun and the healing experience was more intensive, I think when you play some of this content at a level it was intended it's more engaging.

    I don't think it will be perfect as I think encounter design plays it's part too, but I think it would ease the problem. And I think it'll be good for newer people too because they get to enjoy the content as it was intended instead of just face rolling stuff like it's insignificant

    [edit]

    And despite having pushed a lot for option 2, I think I'd actually prefer option one in this content (well, actually both, but I know it's not going to happen) and I don't think it would be a bad thing whether you're doing the first time or as part of a roulette, because when you're doing something for the first time, it improves your experience if you're doing the content as it was intended and get the full experience.

    And if you're doing it in a roulette, in each of the roulettes you still get on-content stuff and people who're not highly geared. So does it matter if other instances take just as long? Especially if they adjust the rewards to compensate (eg. exp in a levelling roulette) like they do between Castrum and Prae in MSQ roulette.

    And imagine doing mechanics in Labyrinth of the the Ancients again or doing the door mechanics at the end of City of Amdapor (which you can just heal through now) and so on. I feel like facerolls are what undersizing is for.

    So it'd be more than just a benefit to healers but to other roles. And the bonus is if the end result is that your healers are focusing on healing more and avoiding letting health drop as much (where a certain percentage is still enough to survive an AoE or tank buster) then the issue of people dying due to healers DPSing would be alleviated. It won't be solved, but then it won't be solved because people will strive for optimal play, but at least they're less likely to tunnel vision and be a little more on their toes.
    (6)
    Last edited by Saefinn; 10-20-2021 at 06:41 PM.

  4. #4
    Player
    Recon1o6's Avatar
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    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    The way they can fix older content having so many skipped mechanics is by moving the maim and mend buffs to level caps+1 so that outscaling potencies don't demolish everything so much.

    so you fight level 50 and below content at ARR potencies, level 51-60 at HW potencies, 61-70 at SB potencies and 71-80 at SHB potencies.


    everything else is same old solution: give back our lost dps buttons, cc etc
    (5)

  5. #5
    Player
    MellowMink's Avatar
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    Mello Minkus
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Saefinn View Post
    I think there's only two ways they can alleviate this:

    1. Retune stats for older content to be balanced in the way they were intended and compensate the iLevel difference and level difference (maybe stat caps)
    2. Give us better DPS options because that's all we are going to be doing anyway.
    I do feel like giving us more varied DPS options will extremely likely be the easier solution for the development team to implement; I was just addressing some insufficient arguments that specifically focused on healing requirements for Endwalker content by pointing out that improved requirements for said newer content wouldn't alone solve problems with a significant majority of the existing content, the latter of which currently includes the base game and three humungous expansions.

    Minimum item levels also seem to be pretty inconsistently enforced across different Duty Finder instances, so increasing the number of instances that enforce them could be worth looking at too, but there's also the need for higher-leveled weapons and gear to feel like they offer an impactful reward to players who put the lengthy time into earning them outside of field or unsynced Party Finder content. There are definitely lots of things to consider.

    Ultimately, adding more DPS variety seems like the easier option that will also raise the skill ceiling without necessarily raising the skill floor for casual content. Updating healer requirements across the entire game could still be a technically possible option, but also a dramatically harder one that would still have inherent design limitations to account for like improved item levels and solo content mobs.
    (2)

  6. #6
    Player
    Melorie's Avatar
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    Mar 2016
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    Character
    Melorie Valliere
    World
    Behemoth
    Main Class
    White Mage Lv 81
    When I play, I do a lot of roulettes to kill time, I agree with this. I really find it ridiculous that I can almost afk through 60-70 and even 80 content or barely need to heal them. Specially counting all the MSQ content that a new player will have to go through.

    I get that things eventually get stomped but still, I don't see the other jobs being able to afk or simply spam 1 button through these duties. So for me, simply ramping up healer requirements for current things (something I doubt SE will do, but who knows), barely fix the problem, unless you pay your sub to do expert (that are even easier than leveling dungeons nowadays?? wtf) or run the same 2-3 fights over and over again, you're bound to be doing older content.
    (5)

  7. #7
    Player
    BooPoo's Avatar
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    Character
    Love Train
    World
    Famfrit
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    Bard Lv 43
    Why not just more DPS buttons? Raising healing requirements will simultaneously lift the skill floor whereas a slightly more complex DPS rotation only increases the ceiling.

    Have you seen WoW healing? If you miss 1 GCD someone in your team will likely die from random ass unavoidable AOE damage. How is that even fun? Not to mention that the WoW healbot classes literally cannot function outside of instances.

    I honestly consider hybrid healers to be an improvement over the old heal bot concept from almost 20 years ago. There are issues with the healers in the 14 but that ideology in a vacuum is very enjoyable.
    (9)

  8. #8
    Player
    HappyHubris's Avatar
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    Jun 2016
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    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by BooPoo View Post
    Why not just more DPS buttons? Raising healing requirements will simultaneously lift the skill floor whereas a slightly more complex DPS rotation only increases the ceiling.

    Have you seen WoW healing? If you miss 1 GCD someone in your team will likely die from random ass unavoidable AOE damage. How is that even fun? Not to mention that the WoW healbot classes literally cannot function outside of instances.

    I honestly consider hybrid healers to be an improvement over the old heal bot concept from almost 20 years ago. There are issues with the healers in the 14 but that ideology in a vacuum is very enjoyable.
    This is utter misinformation. There are certain "tankbuster" like crits or mechanics that cannot be missed...just like FFXIV.

    And WoW healing classes have entire damage specs that can be instantly swapped into for leveling, DPSing, PVP, or whatever. Pretending that FFXIV healers have it better with one nuke, one DoT, and one AoE is sad. I don't get why FFXIV players have this huge inferiority complex about a game they never tried.

    I would much rather need to heal a lot than spam glare over and over.
    (7)

  9. #9
    Player
    MellowMink's Avatar
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    Mello Minkus
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by BooPoo View Post
    Why not just more DPS buttons? Raising healing requirements will simultaneously lift the skill floor whereas a slightly more complex DPS rotation only increases the ceiling.
    I would definitely like to see at least a few more DPS buttons added across all healer jobs. This thread was intended to point out specific issues with the flawed argument that I sometimes saw about how improved healing requirements for Endwalker content would supposedly be a substitute for increased DPS variety overall, and that's also based on the assumption that the numbered list I wrote would somehow be fully addressed.

    My intent was to point out that the substitute (that's sometimes proposed in some forum posts and interview responses) isn't actually a full substitute or even close to it in terms of the percentage of overall content (including the base game and its past three expansions) that it would attempt to address; it wasn't to discourage adding more DPS actions, and I actually spoke in favor of improved DPS variety within my original post.

    Adding more DPS options still seems like a better and more realistic goal to me right now, and I'm really hoping that this thread gets noticed and read by higher-level developers.
    (5)

  10. #10
    Player
    Silver-Strider's Avatar
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    Mar 2015
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    Gridania
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    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I mean, if SE is capable of stat squishing the game, isn't also possible for them to also reduce the effect of the stat squish on a case by case basis?

    So, for example, we the players have our stats reduced by roughly 66% by the squish, would it not be theoretically possible for SE to adjust content to only be 60% squished in comparison so that, enemies are suddenly hitting a little bit harder, DPS checks are a little bit more difficult and heal checks a slightly more challenging? Like, I recently did a run of Shisui on my WHM. During the final boss, when she goings underwater and her bubbles spawned, I used Assize and did about 40% of the damage with that alone. Now after the stat squish, what if it only did about 20% instead, with EW gear making it closer to 25%? I mean, I would notice it obviously but would that necessarily be a bad thing? It would require me to actually heal a little during this part since the DPS wouldn't be able to 1/2 shot the bubbles like before but its a subtle change that could realistically make Healing a slight bit more challenging and while on its own it would only maybe cause me to use 1-2 more GCD heals but it would be something at least.

    As for having more DPS options, I'd much rather SE stopped making more and more oGCD healing abilities and went more into GCD buffs/debuff that were DPS neutral, like Macrocosmos, so that we could contribute in more interesting ways. Say, for example, SCH was given a new form of Miasma. It does DoT damage that is akin to Bio and the 2 cannot stack but Miasma debuffs the target with Super Virus for 10 seconds so that it deals less damage and the ability has a CD of 90s. This way, SCH effectively has to manage when they use Miasma over normal Bio so that they can reduce the damage of that Tank buster or Raid Wide while still maintaining their DPS rotation. The could grant similar abilities to other heals so that they could contribute in their own ways so as to all remain potent in their own ways. Give WHM Glare 2 (I know, naming conventions and all that but just an example) that effectively gives them Cleric Stance for 10 seconds. There's a lot of possibilities that SE just needs to explore so that each Healer can contribute in unique ways and have that extra DPS button so that we have something to do instead of 1 button spamming for 70% of the time, even if it only reduces that 70% to 60%.
    (1)

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