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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    In my opinion it’s the encounter design that’s the main problem. Not the only problem, but the root cause. If we actually had a reason to use our healing gcds healers would feel much less ‘spammy’ and brainless.

    That said, the problem there is that if they made healing requirements so high that healers had to use every single tool in their kit, those requirements would have to become astronomically high because they keep giving us so many overpowered off-cool-down abilities.

    I kinda wish they could just invert the potencies of GCD and oGCDs. Current healer design could be great…if we were playing a different game. It feels like the developers accidentally designed them for a different game with challenging healing requirements then found out at the last minute ‘wait this job design is for ffxiv?!’. Then, too ashamed to admit their mistake, they had to keep designing healers as if every party they joined was desperately struggling to retain even a sliver of HP
    (7)

  2. #2
    Player
    Punslinger's Avatar
    Join Date
    Oct 2015
    Posts
    127
    Character
    Adela Skychaser
    World
    Lamia
    Main Class
    Dancer Lv 93
    Quote Originally Posted by Connor View Post
    In my opinion it’s the encounter design that’s the main problem. Not the only problem, but the root cause. If we actually had a reason to use our healing gcds healers would feel much less ‘spammy’ and brainless.

    That said, the problem there is that if they made healing requirements so high that healers had to use every single tool in their kit, those requirements would have to become astronomically high because they keep giving us so many overpowered off-cool-down abilities.
    Agreed. Not only is every bit of damage scripted, but fight mechanics are very punishing if you fail them. The general sense I get from FF14's encounter design is that the dev team really, really, super-duper does not want healers to be able to compensate for failed mechanics. That's why so damn many mechanics are one-shots or "this must be done perfectly by all 8 party members or it's a wipe" mechanics (think the meteors in SoSEX). Look at the first boss of Breach, back in ShB: the big telegraphed beam is a one-shot, the other major mechanic yeets you off the platform if you're not hugging a cube.

    If I had to describe healing, and to a lesser extent, tanking, in FF14 right now, I'd call it perfunctory. You're just going through the motions. You're a healer/tank because this is an MMO and MMOs have healers/tanks. What you actually do most of the time is DPS in both cases, and just hit one of your "Role oGCDs" every 30-60 seconds as needed. At this point, the roles exist just because it's a genre convention that they exist.

    A good healer should be able to pull their party through failed mechanics and compensate for mistakes. That is the traditional purpose of healers in MMOs. But Square doesn't want players to clear fights without perfectly AAAing Max300 executing the mechanics.
    (25)

  3. #3
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Punslinger View Post
    A good healer should be able to pull their party through failed mechanics and compensate for mistakes. That is the traditional purpose of healers in MMOs.
    It's not like FF14 hasn't been through this phase.

    The problem is if too many mechanics are too easily recoverable, it becomes "Healer adjust, we're eating this for uptime". People will ignore every mechanic they can for more DPS uptime and just more DPS generally.

    Not that I wouldn't like to see some system-level changes to healing, but this ain't the answer.
    (3)

  4. #4
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Risvertasashi View Post
    It's not like FF14 hasn't been through this phase.

    The problem is if too many mechanics are too easily recoverable, it becomes "Healer adjust, we're eating this for uptime". People will ignore every mechanic they can for more DPS uptime and just more DPS generally.

    Not that I wouldn't like to see some system-level changes to healing, but this ain't the answer.
    Damage down debuff solves that problem real quick
    (23)

  5. #5
    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 Risvertasashi View Post
    It's not like FF14 hasn't been through this phase.

    The problem is if too many mechanics are too easily recoverable, it becomes "Healer adjust, we're eating this for uptime". People will ignore every mechanic they can for more DPS uptime and just more DPS generally.

    Not that I wouldn't like to see some system-level changes to healing, but this ain't the answer.
    The answer is simple and SE has done it in the past but refuse to re-implement it:

    The Damage Down Debuff as opposed to the (current) Damage Taken Increase debuff.

    Punish players who fail a mechanic. Don't punish the healers requiring them to heal more. I guarantee you 100% if dps start getting the damage down debuff in any serious content (private groups), raid leaders will sort that out quick, especially if a sub 5% wipe happens with multiple damage down debuffs.
    (17)
    Last edited by Deceptus; 12-16-2021 at 12:19 PM.

  6. #6
    Player
    FTP's Avatar
    Join Date
    Oct 2021
    Posts
    15
    Character
    Belpheb Val-de-ris
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Risvertasashi View Post
    It's not like FF14 hasn't been through this phase.

    The problem is if too many mechanics are too easily recoverable, it becomes "Healer adjust, we're eating this for uptime". People will ignore every mechanic they can for more DPS uptime and just more DPS generally.

    Not that I wouldn't like to see some system-level changes to healing, but this ain't the answer.
    I'll bite. Why is that a problem? Serious question.

    It would mean as the healer gets better at healing the encounter, through skill, gear, knowledge of the mechanics, or whatever, the total dps increases and kill time is faster. So you have a skill curve, not just alive/dead. And the healers contribute to that dps increase through better healing. That is not a problem.

    If this happens because the dps are selfish, or just bad at mechanics, the healer carries the day through better healing, once again no problem.
    (3)

  7. #7
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by FTP View Post
    I'll bite. Why is that a problem? Serious question.

    It would mean as the healer gets better at healing the encounter, through skill, gear, knowledge of the mechanics, or whatever, the total dps increases and kill time is faster. So you have a skill curve, not just alive/dead. And the healers contribute to that dps increase through better healing. That is not a problem.

    If this happens because the dps are selfish, or just bad at mechanics, the healer carries the day through better healing, once again no problem.
    It's a problem because when you get to that DPS uptime, what you have is...well...underwhelming. Maybe for a time it might feel rewarding because you've achieved something, but what happens when it becomes the norm?

    You go from "I have this great healing kit of diverse things I can use that are interesting and engaging" to "I am spamming Glare/Broil/Malefic/Dosis most of the time and not getting the full use of my kit".

    Or when I look in another thread I see the advice, "you should never use your GCD shields on SGE, you don't need them, because your oGCD's are enough" it shows the problem of what happens when you improve as a healer, your kit shrinks. And that would be okay if we had something interesting to fall back on.

    I don't think the healers are poorly designed as suggested by the OP, but the healing design and healing requirements match.

    The way I've described it pre-EW is:
    Healing jobs are designed to favour healing over DPS
    Encounters are design to favour DPS over healing

    What we end up with is long periods of time with a lackluster DPS kit.

    As for post-EW, I am still getting a handle on, but it feels akin to early ShB, where there's this period where healing feels good because people are undergeared, are new to the content, jobs and job changes and the balance feels fine but the way it went with ShB is that with time we got a balance that was like 30% healing, 70% DPSing for the majority of content and it was dull. And there's evidence already that this is going to be a continuation of that.

    The devs need to either:
    Make healing more engaging - balance stats and content to allow this.
    Make DPSing on a healer more engaging.

    But personally? I am healer, so I'd actually like to get more use out of my healing kit, but the DPS suggestion is accepting that they will always be a level of healer down time so might as well do something with it.
    (7)

  8. #8
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Quote Originally Posted by Punslinger View Post
    Agreed. Not only is every bit of damage scripted, but fight mechanics are very punishing if you fail them. The general sense I get from FF14's encounter design is that the dev team really, really, super-duper does not want healers to be able to compensate for failed mechanics. That's why so damn many mechanics are one-shots or "this must be done perfectly by all 8 party members or it's a wipe" mechanics (think the meteors in SoSEX). Look at the first boss of Breach, back in ShB: the big telegraphed beam is a one-shot, the other major mechanic yeets you off the platform if you're not hugging a cube.

    If I had to describe healing, and to a lesser extent, tanking, in FF14 right now, I'd call it perfunctory. You're just going through the motions. You're a healer/tank because this is an MMO and MMOs have healers/tanks. What you actually do most of the time is DPS in both cases, and just hit one of your "Role oGCDs" every 30-60 seconds as needed. At this point, the roles exist just because it's a genre convention that they exist.

    A good healer should be able to pull their party through failed mechanics and compensate for mistakes. That is the traditional purpose of healers in MMOs. But Square doesn't want players to clear fights without perfectly AAAing Max300 executing the mechanics.
    This is close, but I would say that healers should be busy whether or not mechanics are aced. And then pushed to the limit if people screw up.
    (3)

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