Page 20 of 42 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast
Results 191 to 200 of 419
  1. #191
    Player
    Nethereal's Avatar
    Join Date
    Feb 2015
    Posts
    842
    Character
    Deviously Enchanted
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Yeastyloins View Post
    This is what I'd be really interested, though enrages I feel are fine in most cases. The only place I found enrage to be annoying is something like door boss of P4s where 3 back to back decolations is a bit rough. More than doable but it seems annoying in what you need to in order to contend with especially since you can have situations of people spread all over the place after taking heavy damage such if the final Pinax was poison.
    I was specifically talking about how with the way enrage is designed in this game it creates an overlaying requirement that damage is king because enrage is effectively just a RESET button.
    The fight lasts this long and only this long.
    This is why healers can't just heal and why there's only ONE right way the game wants to be played.

    Enrage would have to be redesigned for the game to function the way YoshiP wants it to but that would create more problems than it's worth imo due to the fact enrage design is a byproduct of their combat design, merely a symptom not the cause.

    Quote Originally Posted by Semirhage View Post
    Healer mains aren't engaged through casting more healing spells. They're engaged through minimizing them and mastering their downtime activities. Simply forcing healers to use Regen and Medica 2 more often doesn't make them fun.
    To be fair it's because the healing spells are simply designed in a very boring way.

    If your heal was literally a boomerang that shot in front of you for X amount of distance and if you aimed it properly it would hit twice but if you didn't it would only hit once you would be fairly engaged if most of your healing spells functioned in a similar way.

    https://tera.fandom.com/wiki/Boomerang_Pulse
    (4)
    Last edited by Nethereal; 05-23-2022 at 06:09 PM.

    Quote Originally Posted by Someone
    Just because other players play the game. Does not mean you got to be mindful, or care
    Quote Originally Posted by Someone 2
    The problem ISN'T healers rotation is busted or boring...

  2. #192
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Nethereal View Post
    To be fair it's because the healing spells are simply designed in a very boring way.

    If your heal was literally a boomerang that shot in front of you for X amount of distance and if you aimed it properly it would hit twice but if you didn't it would only hit once you would be fairly engaged if most of your healing spells functioned in a similar way.

    https://tera.fandom.com/wiki/Boomerang_Pulse
    The healing kits are uninteresting, it's true. It still doesn't solve the downtime issue. Spending 80+% of your time casting healing spells is just not feasible in a game that wants to appeal to a wide range of difficulties and skill levels. One player's 80% is another's 20%. The reward for optimizing your healing needs to be significantly more interesting than "oo yay, I get to cast Glare 157 times in this fight instead of 156. Can't wait to figure out how to get even more efficient so I can get 158 Glares."

    Cutting the downtime frequency by a massive amount doesn't change the fact that the reward for high skill expression is one stupid spell you get to spam at enemies.
    (12)

  3. #193
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Nethereal View Post
    If your heal was literally a boomerang that shot in front of you for X amount of distance and if you aimed it properly it would hit twice but if you didn't it would only hit once you would be fairly engaged if most of your healing spells functioned in a similar way.
    It's true in concept, but in practice, that kind of 'skillshot' mechanic would probably be quite cursed in FFXIV's engine.

    Which in fact, the cursed game engine is part of what constrains design even further to be so repetitive... only so many types of ideas can even reasonably function.
    (3)

  4. #194
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Eorzean_username View Post
    It's true in concept, but in practice, that kind of 'skillshot' mechanic would probably be quite cursed in FFXIV's engine.

    Which in fact, the cursed game engine is part of what constrains design even further to be so repetitive... only so many types of ideas can even reasonably function.
    i much rather have them try and fail, and then refine new ideas than release ogcd medica #4 and ogcd cure #5.

    look at earthly star or collective unconscious. both of those were a clunky mess because of how server ticks and weaving used to work. but over the expansions they sanded the rough edges.

    i dont buy that the dev team is really scared of giving healers interesting skills, rather than just being uncreative. (its probably the third option: uninterested)
    (3)

  5. #195
    Player
    Yeastyloins's Avatar
    Join Date
    Jan 2022
    Posts
    168
    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Semirhage View Post
    If you made dungeon healing require triple the time investment it does now, most dungeons would see me spending about 10% of my GCDs on healing spells instead of zero. And the newbie healers would scream bloody murder that dungeons are now "impossible".

    The investment required to turn FFXIV into an attrition healing game would upend the entire game from ARR through Endwalker in order to make it work like that. And even then, once you've mastered your healing down to a flawless use of resources, your reward is....................Glare Glare Glare Glare Glare.

    Buffs debuffs. A more robust damage kit. Anything. Anything but spamming one button over and over and over again. Downtime is your reward for improving at the role. Rewards shouldn't be tedious chores. They should be impactful and fun. Healer mains aren't engaged through casting more healing spells. They're engaged through minimizing them and mastering their downtime activities. Simply forcing healers to use Regen and Medica 2 more often doesn't make them fun.
    I mean is it a wild thought to ask the player (using WHM as an example) to cast Medica and then Medica 2 after a raid wide then go back to DPSing? Or to track HoTs and refresh Regen on the tank that is getting autoed and saving something like a lily or tetra for after the tank buster? I don't think that's too much of a tall order for the players to understand.

    Again, I'm not against adding some stuff to add to downtime gameplay but at the same time they can tweak numbers so you're a healer and not a green DPS. I'd like the similar treatment for Tanks where the responsibility of Reprising raid wides matters, using short niche defensive CDs to mitigate busters while playing around with your longer defensives/unique mitigation options to contend with auto damage so your healer doesn't need to baby sit them.
    (0)

  6. #196
    Player
    DevonEllwood's Avatar
    Join Date
    Feb 2015
    Posts
    435
    Character
    Devon Ellwood
    World
    Balmung
    Main Class
    Fisher Lv 90
    There's something therapeutic about pushing that one button over and over. I don't know why but I find it calming. Maybe I'm autistic, I don't know. I do know I am in the complete minority and I would be lying if I didn't have a blast with Heavensward and ARR scholar. Even Stormblood was still fun (quickened aetherflow?) and still had shadow flare that people used over sacred soil. Because it was better. What did they get rid of? The one that did slow and damage, because gods forbid we have anything remotely interesting for dps.
    (1)
    Fishsteaks were made

  7. #197
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    657
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by kaynide View Post
    I mean, sure, if you're only doing notes on GCDs and vs 1 target in boss raids/endgame, sure. But, most of my use is in dungeons/fates where AoE and mobility is much more important and should factor in. WHM's AoE is aweful compared to SGE.

    So, while they SHOULD be the same numbers in general, the way that damage happens is quite different. The statement that it is identical to other healers I stand by being incorrect, and not a good way to describe the job to someone looking to play it. It's just simply not "same as whm".

    The chart doesn't take into account Sage's mobility, nor the fact that most of Sage's abilities are instant cast, which offers a very different play experience.

    And again, using cast time and recast times, you can get a 6-action AoE burst in the same amount of time you could 3 holy casts. And be running like an idiot while doing it.
    Sage AoE tools: Standard nuke AoE, 45s CD dps gain, damage ability tied to damage that your best way to farm it is in downtime, Pneuma
    Whm AoE tools: Standard nuke AoE, 45s CD dps gain, damage ability tied to damage that your best way to farm it is in downtime

    Aside Pneuma they have the exact same number of tools and considering its a 2m cd it doesnt change the rotation significantly enough to create a difference, the mobility argument must be a joke, no one gives a f... about mobility in dungeons cause packs once assembled dont move and bosses are so braindead that the slidecasting from the main nuke is far more than enough and the whole:

    using cast time and recast times, you can get a 6-action AoE burst in the same amount of time you could 3 holy casts.
    Show you have no idea what you're talking about, Holy and any of the AoE tools of Sage are standard cooldowns and as such both can fit the exact same number of GCDs in burst phase, in fact if anything Whm would be miles more bursty by virtue of using Missery->Assize->Holy->Holy which is far more potency in a 3GCD span of time than Sage can get as it lacks any damaging oGCD.

    Now go and compare those "differences" to the caster dps for example and know what real differentiation truly is.
    (10)
    Last edited by WaxSw; 05-24-2022 at 05:38 PM.
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  8. #198
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Yeastyloins View Post
    I mean is it a wild thought to ask the player (using WHM as an example) to cast Medica and then Medica 2 after a raid wide then go back to DPSing? Or to track HoTs and refresh Regen on the tank that is getting autoed and saving something like a lily or tetra for after the tank buster? I don't think that's too much of a tall order for the players to understand.

    Again, I'm not against adding some stuff to add to downtime gameplay but at the same time they can tweak numbers so you're a healer and not a green DPS. I'd like the similar treatment for Tanks where the responsibility of Reprising raid wides matters, using short niche defensive CDs to mitigate busters while playing around with your longer defensives/unique mitigation options to contend with auto damage so your healer doesn't need to baby sit them.
    Making healers into "real" healers instead of green DPS would require a lot more than number tweaks. Refreshing Regen on a tank isn't something I'm opposed to, but healers aren't defined as "needing to cast healing spells all, or even most of the time". In the vast majority of RPGs, you see a spread of healing and non-healing spells that are much closer to FFXIV's current spread than they are to WoW's. Healing isn't something you spend anywhere close to half your time doing. Most "dedicated" healers are actually support classes. They have a variety of things to do when they're not healing. They have buffs. They have debuffs. Most of the healers I've played over the years have been respectable damage dealers too. Not as strong as your average DPS type, but no slouch either. With a variety of damage tools.

    Healing is something almost nobody *wants* to do. It's a baseline requirement, but it's often far less efficient than just avoiding damage in the first place. There's some damage you can't avoid, and that's where the healing comes in. I'd struggle to need more than one hand to count the number of games I've played where my healer character's most cast spell wasn't a buff or damage spell. Not a heal.
    (4)

  9. #199
    Player
    Yeastyloins's Avatar
    Join Date
    Jan 2022
    Posts
    168
    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Semirhage View Post
    Making healers into "real" healers instead of green DPS would require a lot more than number tweaks. Refreshing Regen on a tank isn't something I'm opposed to, but healers aren't defined as "needing to cast healing spells all, or even most of the time". In the vast majority of RPGs, you see a spread of healing and non-healing spells that are much closer to FFXIV's current spread than they are to WoW's. Healing isn't something you spend anywhere close to half your time doing. Most "dedicated" healers are actually support classes. They have a variety of things to do when they're not healing. They have buffs. They have debuffs. Most of the healers I've played over the years have been respectable damage dealers too. Not as strong as your average DPS type, but no slouch either. With a variety of damage tools.

    Healing is something almost nobody *wants* to do. It's a baseline requirement, but it's often far less efficient than just avoiding damage in the first place. There's some damage you can't avoid, and that's where the healing comes in. I'd struggle to need more than one hand to count the number of games I've played where my healer character's most cast spell wasn't a buff or damage spell. Not a heal.
    Again, 2 extra healing GCDs every now and then is not the same thing as needing to spam casting your AoE heal while rotating healing CDs in between needing to weave every oGCD heal or else the whole party dies to rot damage. I'm not suggesting the latter. You can tweak damage AND add dps options for healers.
    (0)

  10. #200
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Yeastyloins View Post
    Again, 2 extra healing GCDs every now and then is not the same thing as needing to spam casting your AoE heal while rotating healing CDs in between needing to weave every oGCD heal or else the whole party dies to rot damage. I'm not suggesting the latter. You can tweak damage AND add dps options for healers.
    I'm saying the latter is more important than the former, because this allergy to adding downtime activity is counterproductive. It's always "A few more damage options is okay, but nothing too much". Why nothing too much? I don't want "a few extra damage abilities". I want a rewarding, interesting, impactful, fully-fleshed out downtime kit that demonstrates the devs understand that not healing as much as possible is the reward state.
    (6)

Page 20 of 42 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast