Right now in raid and dingeons it's "spam your 1 button, weaving some ogcd mits or heals when needed".
We need either a more engaging dps rotations or a more intensive healing.
Right now in raid and dingeons it's "spam your 1 button, weaving some ogcd mits or heals when needed".
We need either a more engaging dps rotations or a more intensive healing.
Last edited by Kirundo; 02-11-2022 at 05:48 PM.
Healing/Tanking mob pulls in dungeons have generally been fun imo, especially with Sage, while many DPS jobs tend to have slightly less interesting rotations for those.
Healing bosses is where it gets less fun since there's a lot more downtime and outside some oGCDs and Sage's Phlegma it usually devolves into you spamming your single target dps skill while refreshing your DoT every now and then, and EW's further amplified that by making Tank self-heals as good as they are now.
That isn't to say Tanks shouldn't be as good at self-heals, but more that we have some room for an actual dps rotation now
Last edited by Azurarok; 02-11-2022 at 09:34 AM.
I doubt they'll give these to us, very unlikely. Especially when they've made their intent to dumb down both sides of spectrum very clear.
At best they'll think bumping up or down potencies slightly is all they need to magically 'fix' that.
This endgame is the same over and over again.... It constantly demands more and even more to meet numbers and "performance".
This is how a role in a role-playing game is trampled underfoot.
It's the same nonsense everywhere. You choose a role and then you are no longer happy with it, because the principle of perfection of a competitive game requires you to go the extra mile.
So you are no longer a healer at some point, but a DD who is also supposed to heal.
That's what all this nonsense boils down to.
In an RPG, I pick a role and want to be exactly that. And if I play a healer, then I am a healer and don't want to and shouldn't do damage. And if the fight is serene and I have time to look at more than the HP bars of my comrades, then I enjoy the fact that it goes well.
No scream the virtual competitive players of a spreadsheet game.... If you don't need to heal for 10 seconds, then do damage, help with the pro... uh increase the DPS so that we also get everything out of it...
We are enslaved by a stupid system in an RPG that makes a nonsense of everything around it that once made these games. And for what exactly?
No, the MMORPG/aRPG genre is running into a dead end. Please finally separate like PvP and PvE also this sport part from the games. Stop adding solo quest tunnels in turbo to these games and let's resurrect the MMORPG together with all its great possibilities and content.
Give the players who really only want to play a virtual sports game their playground, or make it a genre of its own.... This also saves a lot of costs, because basically these players don't like a path as a goal anyway. They just need a little arena with bosses, loot and mechanics and of course the spreadsheet that goes along with it.
RPGers, however, want to play a game, and not transfer, from the movie Lord of the Rings just chew through the last minute of the final battle over and over again. They want to see the whole movie and love the journey and all the things that make up such a game.
The Endgame in all honor, but as it is currently represented in this genre, it is simply a huge juggernaut that has decomposed everything and after which everything is aligned.... That's really terrible to watch and the com has also developed absolutely detrimental in all the time, because of this principle.
And even though I may sound like a bad-tempered curmudgeon, in truth I just love the RPG and defend the true values of this genre here. I am the friend of every real MMORPGler...
Translated with www.DeepL.com/Translator (free version)
Last edited by localman; 02-13-2022 at 08:49 AM.
Yeah, thats alot of words to say that you feel entitled to afk for extended periods of time in encounters because of "muh immersion". Every combat focussed game ever can be boiled down to your avatar/group/units being supposed to decrease the life points of your opposition to 0, which is done through damage. So damage in every single combat focussed game ever is basically the most efficent action you can commit to, as long as you can afford to do it without your avatar/group/units dying. Healing by the nature of it is purely reactive and will always be reactive and limited in its use, because there is always only so much damage you can heal without wasting time or ressources. Even in the original Final Fantasy, healers would dps if there is nothing to heal because anything else would be just the waste of a turn. Their dps options were just limited to physical attacks up until you get holy, which usually is a late level spell. But from that point on, yeah, Healers would dps as much as possible.
And actually, you are kind of wrong. Like, objectively, when it comes to the MMO-Genre. What you are describing is the oldschool way of MMO design and it was never that popular. In actuality, the MMO-Genre only blew up in popularity back when World of Warcraft introduced changes like actually allowing players to be able to reach max level through solo quests alone and having a high focus on challenging high end group content. Your vision of the MMO-Genre was just never that popular and by shticking to it, the genre itself would have remained a niche one indefinitely. FF14 followed the bad new trends set by World of Warcraft compared to the more oldschool formate of FF11 which focussed on a long, extended and group-focussed leveling grind over challenging endgame content and guess what, its more popular than FF11 was at its best day.
Also, what else is there to implement but gameplay content? Like, what do you expect, that SE just dedicates patches to introduce new leveling dungeons?
How many RPGs have healers that are strictly restricted to healing though? Maybe some old school RPGs but even some of those had healers be capable of damaging undead with Healing spells so you weren't even healing all the time in those.
The most modern game that I can think of in which you could play a purely passive character is probably the Divinity series and even then, enemies dealt too much damage to realistically heal thru it all that going purely offensive with some support was the better option and it even had the Healing Spells damage undead enemies trope.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.