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  1. #1
    Player
    ASkellington's Avatar
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    Dec 2019
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    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    [QUOTE=Yeastyloins;5966774
    If anything, Damage should be significantly more deadly in normal content and damage should be constant in savage (think the damage ticks that go out during the entirety of the add phase of P3s) so healer should have to use their entire toolkit properly.[/QUOTE]

    And again, we've asked for more frequent damage.

    Square Enix and Yoshi P has said either go do ultimate (which there is a thread of) and no.

    We are not getting more damage. Period.

    As for the rest of your post, I could type up a long rant but it is going to boil down to this:

    If healers are supposed to be stuck with 1 dps (and a dot) for most of the time when they get good at the job because the player base as a whole believes we healers do not deserve to have a higher skill ceiling because they fear a wipe so much, why do tanks not suffer the same issue? If all roles dps, tank and healer can have bad players who don't know how to play their jobs yet tanks don't have pruning to focus on nothing but mitigation (1 dps button and one aoe button to hold aggro and double their mitigation options, like healers have 1 dot 1 nuke and 8-10 healing spells) and DPS aren't reduced to a 1 button press rotation (akin to SMN's macro which plays the game for them) why is HEALER the sole role stuck with it?

    This is called a double standard. Tanks and DPS get to have depth, but healers do not? Why?
    (8)
    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

  2. #2
    Player
    Yeastyloins's Avatar
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    Jan 2022
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    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ASkellington View Post
    And again, we've asked for more frequent damage.

    Square Enix and Yoshi P has said either go do ultimate (which there is a thread of) and no.

    We are not getting more damage. Period.

    As for the rest of your post, I could type up a long rant but it is going to boil down to this:

    If healers are supposed to be stuck with 1 dps (and a dot) for most of the time when they get good at the job because the player base as a whole believes we healers do not deserve to have a higher skill ceiling because they fear a wipe so much, why do tanks not suffer the same issue? If all roles dps, tank and healer can have bad players who don't know how to play their jobs yet tanks don't have pruning to focus on nothing but mitigation (1 dps button and one aoe button to hold aggro and double their mitigation options, like healers have 1 dot 1 nuke and 8-10 healing spells) and DPS aren't reduced to a 1 button press rotation (akin to SMN's macro which plays the game for them) why is HEALER the sole role stuck with it?

    This is called a double standard. Tanks and DPS get to have depth, but healers do not? Why?
    Because your depth should be focused on healing rather than damage. The fact that nothing has been done to do this on the part of the developers is horrendous issue and is on par with some of WoW's more terrible game design choices like bowered power and suggests that Yoshi P should not have a hand related to anything in the PvE realm of this game. However if I had a choice between healers getting a more indepth dps rotation vs encounters requiring more demanding healing, then I would like the latter since if healers get too crazy of a DPS toolkit then the overall game design will get further simplified. Do I think healers would be fine get maybe like 2 or 3 more buttons that have an interaction? Sure. Should it be as extensive and in depth as tanks, let alone DPS? No.

    Tanks in my opinion should have significant costs to their defensives, something like Heart of Corundum costing a cartridge, Bloodwhetting should consume all of your gauge and the healing/shield effect is based on the amount of gauge consumed. All defensives should be a GCD as well, instead of something you're weaving in your rotation.
    (1)
    Last edited by Yeastyloins; 05-23-2022 at 03:52 AM.

  3. #3
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    Redesign every fight in the game or return the DPS buttons healers had in the past? Hmm, hard choice...
    (11)

  4. #4
    Player
    ASkellington's Avatar
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    Dec 2019
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    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Yeastyloins View Post
    Because your depth should be focused on healing rather than damage. The fact that nothing has been done to do this on the part of the developers is horrendous issue and is on par with some of WoW's more terrible game design choices like bowered power and suggests that Yoshi P should not have a hand related to anything in the PvE realm of this game. However if I had a choice between healers getting a more indepth dps rotation vs encounters requiring more demanding healing, then I would like the latter
    Quote Originally Posted by Nizzi View Post
    Redesign every fight in the game or return the DPS buttons healers had in the past? Hmm, hard choice...
    ^Pretty much this.

    Sad reality we live in.

    The absolute BEST SE can do without fundamentally changing the whole game is to:
    • Reduce the amount of skills in our healing kit and rebalance the rest as necessary
    • Give us an extra 2-3 dps options because we're going to have down time regardless
    • Give SGE and AST better identities that separate them from SCH and WHM respectively (make SGE a heal by doing damage healer and AST a time based healer - ie. regens)
    • Give meaningful support options back to all healers with changes as needed (Protect, Selene, a variant of old cards, something for SGE, general debuff/buff options)

    And that's work. And we're healers. Clearly we don't deserve to have effort thrown at us /s

    I'll take "3 Dps Options At Minimum" for 200 Alex!
    (6)
    Last edited by ASkellington; 05-23-2022 at 04:28 AM.
    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

  5. #5
    Player
    Yeastyloins's Avatar
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    Jan 2022
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    Yeasty Loins
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    Famfrit
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    Samurai Lv 90
    Quote Originally Posted by Nizzi View Post
    Redesign every fight in the game or return the DPS buttons healers had in the past? Hmm, hard choice...
    Didn't realize advocating for better game design in the future is bad but ok. Lets add 3 buttons and do nothing about current encounter design then.
    (0)
    Last edited by Yeastyloins; 05-23-2022 at 04:39 AM.

  6. #6
    Player
    HyperiusUltima's Avatar
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    Jan 2015
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    Eileen White
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    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Yeastyloins View Post
    Advocate for future content to be more engaging or add 3 buttons that 90% of the players wont press but still complain about gameplay. Hmm, hard choice.
    A question for you: Have you considered what even makes healers engaging? If you can't answer that question then I don't think you have an argument.
    (6)

  7. #7
    Player
    Yeastyloins's Avatar
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    Yeasty Loins
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    Famfrit
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    Samurai Lv 90
    It varies from person to person I suppose. What you find engaging as a healer is not going to be the same for me. If I'm playing a healer, I want to be concerned with engaging with my tool kit, where it be efficiently healing damage utilizing the minimal amount of resources or if I am playing more of shield healer then properly shielding damage in a way to mitigate the most amount of damage utilizing the minimal amount of resources. For me damage is a low priority thing for me. It's cool to have time to do some damage but if I wanted to deal damage, I'd just play a DPS right? That being said, I am a fan when damage is incorporated into the kit like how SGE functions. Though I wish it was more like how a disc priest in WoW functions.
    (0)

  8. #8
    Player
    Semirhage's Avatar
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    May 2015
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    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Yeastyloins View Post
    Because your depth should be focused on healing rather than damage
    Quote Originally Posted by Yeastyloins View Post
    If I'm playing a healer, I want to be concerned with engaging with my tool kit, where it be efficiently healing damage utilizing the minimal amount of resources
    Do you see where these two priorities conflict with one another? You want the meat of healer engagement to come from the part of the kit you're actively seeking to spend the least amount of time using. This is why applying the DPS job mentality to healers doesn't work: DPS do damage, so healers heal right?

    No. Wrong. Filling healer kits with a dozen copies of boring healing spells makes them less engaging. Healing is at its peak when it's about multitasking. Keeping an eye on health while doing something else. And that something else might be...

    Quote Originally Posted by Yeastyloins View Post
    It's cool to have time to do some damage but if I wanted to deal damage, I'd just play a DPS right?
    The skill ceiling is doing less healing and having more downtime. So you want the act of gaining skill in the healer role to cause you to shift focus from the purposefully entertaining part of your kit, to the less entertaining part.

    This "healers should get engagement from healing and you should play a DPS if you want to do something else" approach to healer design is exactly why healers are boring.
    (20)

  9. #9
    Player
    ASkellington's Avatar
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    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Yeastyloins View Post
    Didn't realize advocating for better game design in the future is bad but ok. Lets add 3 buttons and do nothing about current encounter design then.
    Its admirable, but as I've said unlikely. They would have to change encounters from ARR to EW and the healer kits as well.

    I'm not arguing that it wouldn't be worth while in the long run. I'm arguing that the reason why we aren't going to get it is because of how much would actually have to change. Dungeons from lv15 would need to be progressively harder in a way that doesn't alienate newer players while also not stone walling them so they can progress what SE deems as the most important thing: the story and that I personally would like something done that we can realistically see in a patch cycle (read: expansion).

    Making 7.0 actually difficult in response to player feed back is a bad thing. Even if the difficulty properly scaled, because the previous expansions didn't do that. I've gone on record saying that I made it from 1-80 in Shb without even properly learning my kit in dungeons. Making 7.0 the start of where things matter? Yeah, that isn't going to fly with players, and they'd be right.

    And even if they did decide to take the time to make our healing kit actually matter in content from 15-90, good healers are STILL going to have down time. They're STILL going to be bored.

    Point is, I'm not bashing your desire just to be mean, I'm trying to get realistic changes. Do I want a more engaging healing kit? Yes. Do I want encounter design to engage healers and tanks with mechanics specifically for them so that they aren't green and blue dps? Yes. Do I realistically see SE doing that? No.

    Why? Because its been asked for, they haven't listened, and at this point, we'll take the low hanging fruit if it means s*** gets done.
    (6)
    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

  10. #10
    Player
    Yeastyloins's Avatar
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    Jan 2022
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    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ASkellington View Post
    Its admirable, but as I've said unlikely. They would have to change encounters from ARR to EW and the healer kits as well.

    I'm not arguing that it wouldn't be worth while in the long run. I'm arguing that the reason why we aren't going to get it is because of how much would actually have to change. Dungeons from lv15 would need to be progressively harder in a way that doesn't alienate newer players while also not stone walling them so they can progress what SE deems as the most important thing: the story and that I personally would like something done that we can realistically see in a patch cycle (read: expansion).

    Making 7.0 actually difficult in response to player feed back is a bad thing. Even if the difficulty properly scaled, because the previous expansions didn't do that. I've gone on record saying that I made it from 1-80 in Shb without even properly learning my kit in dungeons. Making 7.0 the start of where things matter? Yeah, that isn't going to fly with players, and they'd be right.

    And even if they did decide to take the time to make our healing kit actually matter in content from 15-90, good healers are STILL going to have down time. They're STILL going to be bored.

    Point is, I'm not bashing your desire just to be mean, I'm trying to get realistic changes. Do I want a more engaging healing kit? Yes. Do I want encounter design to engage healers and tanks with mechanics specifically for them so that they aren't green and blue dps? Yes. Do I realistically see SE doing that? No.

    Why? Because its been asked for, they haven't listened, and at this point, we'll take the low hanging fruit if it means s*** gets done.
    The problem is if you keep taking low hanging fruit, guess what you get in return from that point on? Low-hanging fruit. It's that mind set that got WoW partially to the place it is now. It's a very death by a thousand cuts sort of thing. Again, if they add DPS options for healers, I won't hate it, but if all of you healers who have been advocating for changes then stop advocating for change because you got the game design equivalent of a weekly pizza party at work instead of a pay raise then it harms the game in the long run.

    Additionaly, they made changes to the lower level dungeons, busters have telegraphs and many abilities have been changed already in some fashion. Hell, they revamped the Main Scenario dungeons to where they ask the player to contend with harder mechanics and everyone I've spoken to has had positive thoughts about it.
    (0)
    Last edited by Yeastyloins; 05-23-2022 at 05:15 AM.

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