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  1. #1
    Player KizuyaKatogami's Avatar
    Join Date
    Feb 2021
    Posts
    3,472
    Character
    Kizuya Katogami
    World
    Cerberus
    Main Class
    Conjurer Lv 81
    Quote Originally Posted by Atelier-Bagur View Post
    Pretty much this. I figure Yoshida took the question to mean healing is too easy rather than spamming one button for dps is boring. We need to make sure we give that specific feedback to them to rework healers to give more dps options to keep the class engaging rather than relying on its simple dps button spam. This is what this entire thread has been trying to refer to. Please give more dps buttons. That is all.
    We have given them that specific feedback though. Watch the zepla yoshi p interview during endwalker benchmark. He said they wouldnt add dps options because apparently it would overcomplicate things for the casuals. Aka theye too lazy to give proper in game training tools and instead just dumb everything down.
    (15)

  2. #2
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by KizuyaKatogami View Post
    We have given them that specific feedback though. Watch the zepla yoshi p interview during endwalker benchmark. He said they wouldnt add dps options because apparently it would overcomplicate things for the casuals. Aka theye too lazy to give proper in game training tools and instead just dumb everything down.
    Oh!....well damn never mind.
    (2)

  3. #3
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by KizuyaKatogami View Post
    We have given them that specific feedback though. Watch the zepla yoshi p interview during endwalker benchmark. He said they wouldnt add dps options because apparently it would overcomplicate things for the casuals. Aka theye too lazy to give proper in game training tools and instead just dumb everything down.
    Few things. First. The devs aren't "lazy" as more complex rotations for every job have existed in the past. It's not laziness, it's a design choice. You don't have to agree with it, but you just come off as rude when you say it's due to "laziness". Second, it's a no brainer that more dps options would be harder for casuals. Unless you have been not paying attention at all to any game ever, most games that retain any success rate cater to their majority, with their majority being casuals. This shouldn't come as a surprise to anyone who remembers that games are a business, and the majority brings in the money. Third, they have stated in the past that all the devs can do is have an idea of how a job should play in mind, but it's up to the players to figure out what it optimal. Devs of any game in any genre are almost never smarter than their player base(unless their player base is smaller than the dev team). This would make any sort of job tutorial moot if the community discovered a better way to play a job. Not to mention it really isn't hard to just read your tooltips and press your buttons, there is even the Hall of the Novice for the basics.

    In the end it's a design choice. It all is. None of has anything to do with the work ethics of the dev team, and Yoshi-P isn't out to crap on healers. They have their reasoning with supporting numbers from a business and player retention standpoint. You don't have to agree with their design choices at all, that's what the forum feedback is for. However, instead of trying to attack the character of the dev team, try listing out the reasons why what you or anybody else wants is better than what currently exists. It's completely understandable that more veteran players are unsatisfied with the state of many jobs or roles being too simple, however most people are providing feedback that would only be a gain for a minority, while hurting the majority, and why would they ever listen to something like that? The OP states they just want "more buttons". What type of buttons? How many? What would you scrap to avoid button bloat? How do you make the extra buttons a non-detriment to casuals? When you add more buttons, slice the damage evenly for the sake of balance, how do you balance it so that the casual player isn't performing half of what they are now? Is this actually beneficial for the majority? Or is this something that only helps a handful of veteran players while preventing more casuals to heal?
    (5)

  4. #4
    Player KizuyaKatogami's Avatar
    Join Date
    Feb 2021
    Posts
    3,472
    Character
    Kizuya Katogami
    World
    Cerberus
    Main Class
    Conjurer Lv 81
    Quote Originally Posted by Ixon View Post
    snip
    Sigh here we go again. Let me just say off the bat, this isnt some new thing. Healers have been struggling for YEARS to get some improvements done to them. Instead its been downgrade after dowbgrade. People have been specific on what they want, they have constantly given feedback on what they want. The devs refuse to pay it any mind and the constant recent healer changes show this. Yoshi p's recent comment shows this. No one on the devs team plays healer, this is known. It is 100% their fault and is their laziness, im not going to mince words just because someone might get hurt over the truth. They should know, in a game that has the trinity of tanks healers and dps, they should have devs who play each role.When they continue to half ass healers and refuse to give some the buffs they need, yes, its laziness.They can cater to the casuals while still giving medium to expert level players more options. If you had read this entire thread instead of resorting immediately to simping for SE, youd see people have filled this htread with the very things youre asking for.
    (14)

  5. #5
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    Few things. First. The devs aren't "lazy" as more complex rotations for every job have existed in the past. It's not laziness, it's a design choice. Devs of any game in any genre are almost never smarter than their player base(unless their player base is smaller than the dev team). You don't have to agree with their design choices at all, that's what the forum feedback is for. However, instead of trying to attack the character of the dev team, try listing out the reasons why what you or anybody else wants is better than what currently exists. It's completely understandable that more veteran players are unsatisfied with the state of many jobs or roles being too simple, however most people are providing feedback that would only be a gain for a minority, while hurting the majority, and why would they ever listen to something like that? The OP states they just want "more buttons". What type of buttons? How many? What would you scrap to avoid button bloat? How do you make the extra buttons a non-detriment to casuals? When you add more buttons, slice the damage evenly for the sake of balance, how do you balance it so that the casual player isn't performing half of what they are now? Is this actually beneficial for the majority? Or is this something that only helps a handful of veteran players while preventing more casuals to heal?
    As you say, first things first

    1- justifying a decision as a "design choice" when there is consistent feedback that it may not be well-received may not necessarily be 'lazy', we can agree that it may not be the best term, however it reflects poorly on how the development team reflects upon their design once it is out in the hands of the community and actually tested by millions of players.

    2- There are countless posts, including posst from that site which cannot be named, with cold hard facts pointing out why the current state is not tenable, include posts that show why it is possible to introduce changes that veteran players could make use of without frightening off newer players. In any case, if someone just wants to hit (for example) Medica 2 now, if we introduce a bright shiny new DPS button or 2, they would still hit Medica 2.

    3- Why are you afraid that a change will suddenly make little Timmy afraid to heal? first of all, damage is scripted in this game. Secondly, almost every class has some type of self-buffs or mitigation. third, tanks were given an incredible amount of self-sustain, and if that isn't enough, healers have an incredible amount of healing skills now. Healers are the only jobs that can easily hit one skill for 80% of a run. So, it is completely understandable that many healers are unsatisfied with the current state of there jobs in terms of engagement and improving this would be a gain for the majority.
    (14)

  6. #6
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    987
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    snip
    It may not be "lazy" (we can argue that) but it sure as all seven hells is short sighted. Not a single dev plays tank or healer. That's fine if it isn't their preference, but they should have either 2 people who exclusively plays one of those two roles each, or they should play both regardless at a high level to get an understanding for where we are coming from.

    Fact is they aren't designing tanks and healers FOR tanks and healers. Aside from ESO this is the only other game I'd ever turn away a healer fan from because of how quickly they'd grow to hate it as I have and ESO AT LEAST allows their healers to customize how much damage they do with their abysmal healing. FFXIV doesn't.

    New healers are not going to be doing damage. Off healers are not going to be doing damage. They're new or play occasionally and not someone who spends hours trying to get better at their job.

    Savage and EXes should not be designed for Off/new healers. They should be designed for healers who put the work into their jobs.

    "But healer should be accessible." To what degree are we going to allow this for one, and for another making the role legitimately fool proof is not making it accessible. You want to make a role accessible? How about being more clear on potencies? How much we're healing. How about showing how long our regens are on the PARTY LIST (that still isn't there btw!) How about reducing button bloat where it needs to be? (Draw/Play MA/Crown Play 1 button each)

    We are approaching lv100 (more than likely) in the next expansion. When is it finally time to say "you should know how to play your job by now"? Its pretty much expected for Dps, tanks, and healers to know how to preform their job in Extreme and above. I don't know why Ex and Savage AT LEAST don't have higher bars.
    (15)
    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

  7. #7
    Player
    -BlueGreen-'s Avatar
    Join Date
    Sep 2013
    Posts
    162
    Character
    Akira Yukino
    World
    Coeurl
    Main Class
    Red Mage Lv 91
    I feel like the problem is one largely created by the emphasis on "everyone needs to DPS" which automatically makes GCD healing "evil" (since, outside of the heal attached to the sage DPS GCDs, any heal attached to a GCD doesn't contribute to DPS). I'm not so sure if SE's just continued to go in this direction on their own or if they're following the community's opinion on this, but on this point (do more DPS) both sides seem to be in perfect agreement.

    So, if a healer is to do more DPS, yet still heal, how do they do that? Under the current design philosophy, that's simply "create more oGCD healing buttons!" Players healing as much as possible through oGCDs only get to make more GCDs available for DPS. Using oGCDs for healing in this way, however, creates the problem that's been growing since 4.0: The number of oGCDs and such for healing has continued to grow. To keep the number of total skills from growing out of control, they cut out DPS skills, especially GCDs.

    On top of this, healers are now the only role that actually still has to really worry about MP management. Overuse of GCD healing (or just GCDs period in WHM's case as I understand it) can cause MP to go to zero leading to a player being forced to skip GCDs. If any of those dropped GCDs are heals, that's probably going to cause a wipe. Overly cautious (or novice) players might be led to thing that DPS skills are bad because they cost MP, which they might wish to reserve for the possibility of needing "Cure II" or "Medica" spam.

    If they changed the general design philosophy, they could probably make more people happy with it:
    • Condense the healing toolkit, make all heals oGCDs, but attach MP costs to most of them (e.g. Cure II might be a 2k MP cost 2 second ability, so you could fire several off in generally quick succession, but not spam endlessly). Throw in some spice and give raise a 30 second cooldown or something, but have it have built-in insta-cast (it would be an oGCD going this route) so swiftcast can be used to force a GCD to be instant allowing it to be used only for mobility during DPS casts.
    • Give all healers a role ability which allow locking heals to the player with the "healing target" buff. Basically think Kardia, just without any other special effect. This way you can press heal buttons while targeting a boss to heal the locked player without having the headache of constantly swapping targets a couple of times each GCD or dealing with the pain of trying to put oGCDs on macros that are unreliable and slow.
    • Remove MP costs for DPS skills (no excuses now, always do DPS on GCDs as they're free and the only GCDs you have deal damage!)
    • Expand the DPS GCDs to be more interesting. They don't have to be "old school monk" level of complicated. I'd look at rotations like DNC or RDM, something interesting enough to fill the void while not being too busy that you have trouble keeping an eye on what you need to do heal-wise.
    (0)

  8. #8
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,221
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ixon View Post
    Few things. First. The devs aren't "lazy" as more complex rotations for every job have existed in the past. It's not laziness, it's a design choice. You don't have to agree with it, but you just come off as rude when you say it's due to "laziness". Second, it's a no brainer that more dps options would be harder for casuals. Unless you have been not paying attention at all to any game ever, most games that retain any success rate cater to their majority, with their majority being casuals. This shouldn't come as a surprise to anyone who remembers that games are a business, and the majority brings in the money. Third, they have stated in the past that all the devs can do is have an idea of how a job should play in mind, but it's up to the players to figure out what it optimal. Devs of any game in any genre are almost never smarter than their player base(unless their player base is smaller than the dev team). This would make any sort of job tutorial moot if the community discovered a better way to play a job. Not to mention it really isn't hard to just read your tooltips and press your buttons, there is even the Hall of the Novice for the basics.

    In the end it's a design choice. It all is. None of has anything to do with the work ethics of the dev team, and Yoshi-P isn't out to crap on healers. They have their reasoning with supporting numbers from a business and player retention standpoint. You don't have to agree with their design choices at all, that's what the forum feedback is for. However, instead of trying to attack the character of the dev team, try listing out the reasons why what you or anybody else wants is better than what currently exists. It's completely understandable that more veteran players are unsatisfied with the state of many jobs or roles being too simple, however most people are providing feedback that would only be a gain for a minority, while hurting the majority, and why would they ever listen to something like that? The OP states they just want "more buttons". What type of buttons? How many? What would you scrap to avoid button bloat? How do you make the extra buttons a non-detriment to casuals? When you add more buttons, slice the damage evenly for the sake of balance, how do you balance it so that the casual player isn't performing half of what they are now? Is this actually beneficial for the majority? Or is this something that only helps a handful of veteran players while preventing more casuals to heal?
    1. The casual healers you are referring to are those who can't heal well, and they mainly don't touch DPS anyway before they're still learning to heal well. It doesn't matter if it's 1 DPS button or 5 DPS buttons in that case. Giving more DPS options doesn't change the fact that they don't touch the DPS buttons because they're not working towards DPSing yet. The only thing it changes is giving them the mindset that they're doing something completely wrong, which should serve as an indicator for upwards improvement and player skill progression.

    2. Character progression has always been a trend for anyone who wants to play an MMO. By and large, because the game has scripted damage, then it's no longer a skill of character progression in fights, but player progression as well. Mechanics are designed so healers cannot save you after a certain number of hits due to the vulnerability stack debuff. Mechanics are designed so players will instantly die if they fail something. Those are no longer tied to Character progression, but player skill progression. So yes, having more player skill progression is also a factor why the a role in the game is successful - which does not apply to healers at the moment outside of optimizing their DPS (which all jobs already do, except it isn't 1 button DPS).

    3. DPS from healers are touted to be completely optional. It doesn't matter if healers get more DPS options then, because healer DPS should not affect the difference in the fight if everyone else can already contribute enough. Casual players thus are not hurt by SE's decisions. Unless... you're telling me healer DPS has to be mandatory because DPS and tanks play so terribly that they cannot function without healer DPS? So healers just have to be DPSing? What happened to the argument of healers being casuals?

    4. Assuming the majority you're speaking of is 'healers who panic all the time from level 1 to level 90 and has not learned anything and can't use any other DPS skill beyond one button', I'm stare at you and ask "Are you seriously telling me you think 1 button DPS from Satasha dungeon gameplay for level 90 is acceptable for tanks and DPS as well?" Why don't you just give tanks more mitigation and take away their DPS gauge then, and replace it with a mitigation gauge? Why not just remove all DPS mitigation and healing skills for more DPS? The answer should be obvious - a cohesive toolkit feels better even if they are more focused to one role. Healers having nothing else but healing when all other roles can start healing themselves and take away the healer gameplay without giving anything in return is clearly going to cause dissatisfaction in the long run. Healing has a hard cap the better you play. DPS does not because the fight only goes as long as until the enemies are dead.
    (12)