Page 21 of 42 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast
Results 201 to 210 of 419
  1. #201
    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
    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.
    It sounds like you just want to play a DPS then. Again, I think its good to have a downtown reward, but you seem to want DPS to be the sole focus of healers with them having a DPS rotation as rich as SAM or BLM with their downtime being casting healing spells. I'm saying add a few more options for downtime, but also make healing actually something engaging.
    (0)
    Last edited by Yeastyloins; 05-24-2022 at 04:16 AM.

  2. #202
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    742
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    The issue is that the game doesn't really reward healing. It rewards dps. Faster kill times, buffers in case mistakes happen (expect in Ultimate), Not to mention, this game's current gcd system doesn't really support a faster pace intensity of damage. The best the game can do in terms of damage output is just something akin to J-waves, daming incoming every 3 seconds but with the current limit being 10k mp plus the fact that healing gcds are about twice more expensive than dps spells it's not really something that can be sustained for too long.

    Also we know they are not going to do by the mention of the Mizzteq interview from endwalker media tour at 6 minutes 10 seconds in the video. https://www.youtube.com/watch?v=kAbCjPPS1RQ&t=365s They don't want the damage to be high to where only high skill people can do and they don't want them to manage mp constantly. They've basically put themselves into the worst possible position that they could. They don't want to add more damage spells in accordance with the mr happy interview but they also don't want the incoming damage to be too high so it really doesn't leave them with room to be "creative per say."
    (14)

  3. #203
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    I thought E8S was the end of my love of healing in this game, but now I'm starting to think it's the realisation that even Regen is usually a waste on a Tank in Savage now as things stand.
    (1)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  4. #204
    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 QooEr View Post
    i much rather have them try and fail, and then refine new ideas than release ogcd medica #4 and ogcd cure #5.
    Man, I don't know.

    I get what you're saying but honestly, having to sit through stuff like Flamethrower sitting in my action menu for another 5+ years...

    It's not that I see experimentation as bad if it's iterated properly, but without any kind of public Beta testing, and given their track record for a) how slow they are about responding to design issues and b) how grotesquely they tend to 'solve' those issues once acknowledged, I guess I'm reaching the 'Maybe we shouldn't poke them with a stick' phase.

    ...Honestly, what I don't understand is that in ARR and HW, they actually managed to make most Jobs feel pretty distinct and depthy even without Director Yoshida's beloved "gauges". Mechanically, the designers have more potential than ever these days, yet they seem to do less than ever with their ideas.
    (1)

  5. #205
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Yeastyloins View Post
    you seem to want DPS to be the sole focus of healers with them having a DPS rotation as rich as SAM or BLM with their downtime being casting healing spells.
    Quote Originally Posted by Semirhage View Post
    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.
    @Yeastyloins: Please review.
    (8)

  6. #206
    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
    It sounds like you just want to play a DPS then. Again, I think its good to have a downtown reward, but you seem to want DPS to be the sole focus of healers with them having a DPS rotation as rich as SAM or BLM with their downtime being casting healing spells. I'm saying add a few more options for downtime, but also make healing actually something engaging.
    Example #593854733 of DPS mains not understanding what makes healing fun for healer mains. "If you want to deal damage play a DPS".

    No. I want to mul ti task. Support classes tend to be fun because they involve juggling healing, buffing, debuffing, crowd control, and yes -damage-. You don't fix boring downtime with a simple "I'll just force you to have less of it then". The reward itself is boring. It doesn't matter if my downtime reward is casting Glare 50 times or 10, it's boring. It needs more than "a few" extra abilities to be acceptable. Unskilled healers exist in this game. Therefore skilled healers will spend the vast majority of their time in downtime. This is going to happen unless you make things unclearable by unskilled healers. I want my reward for healing intelligently to be FUN. Not some snoozefest noninteractive chore. I've played phone games with more interesting healer downtime. In most RPGs, healers have a whole crapload of things they're doing when they're not healing. Haste. Slow. Poison. Strength boosting. Elemental protection spells. Stuns. Banishment. Smiting. Mini. Toad. Going invisible. Lightning storms. Freezing death fields. Implosion. Instakilling undead. Summoning flaming swords and angels. Confusing enemies. Buffing their own attack stats and shooting crossbows. All of these have been actions taken by a healer in RPGs I've played in the past year alone.

    Healers in FFXIV are boring because they're designed with the approach a DPS player thinks healers want. You're healers, you should have more healing spells! How about another healing ability? You should have another off-GCD healing ability. We do need more opportunities to use those abilities, but the downtime isn't just some afterthought state we reach after doing our "primary job". It's the main thing we WANT to be doing while juggling our side gig of keeping the party healthy. Healing is a fundamentally different activity from dealing damage in that it's utterly useless outside the amount required to keep everyone moving. Outside a healthy threshold where we don't feel totally pointless (the state FFXIV is in now), skilled healers realize that healing isn't an end. It's a means. We keep the engine running, add some fuel and oil here and there when it's starting to sputter, but afterward we want to drive. The whole point of being in the metaphorical car in the first place.
    (21)

  7. #207
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    984
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Semirhage View Post
    Example #593854733 of DPS mains not understanding what makes healing fun for healer mains. "If you want to deal damage play a DPS".

    No. I want to mul ti task. Support classes tend to be fun because they involve juggling healing, buffing, debuffing, crowd control, and yes -damage-.
    DING DING DING we have a winner! Allow me to explain the most fun I had as a healer/support.

    Dream of Mirror Online (DoMO) was a korean MMORPG (sort of) where for the most part you found a group of 5 other players and grinded mobs in an area until you reached the next area (so from 15-20 and so on).

    The part I want to focus on is that if you picked several classes you could take skills from another class and then sub them on to yours. SO

    I had Musician (which was important for all groups because you needed the songs to both reduce damage and keep up mana, damage ups extra), Dancer (for two aoes for damage) and my main class of Doctor (for healing).

    The most fun I had was being a 3 man job. I healed. When songs needed to be reapplied I played and then dps'd when nothing else needed to be done. WHY can we not have that here?
    (11)
    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

  8. #208
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,300
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Yeastyloins View Post
    It sounds like you just want to play a DPS then. Again, I think its good to have a downtown reward, but you seem to want DPS to be the sole focus of healers with them having a DPS rotation as rich as SAM or BLM with their downtime being casting healing spells. I'm saying add a few more options for downtime, but also make healing actually something engaging.
    It's not that people absolutely want them to play as a DPS, it's that when you're not actively healing because you have a good tank you end up literally just mashing one button, occasionally a second one to apply a dot. If you want to feel what that feels like, go get Thaumaturge and play it while only using Blizzard and Thunder.
    (15)

  9. #209
    Player
    Sani2341's Avatar
    Join Date
    Jul 2017
    Posts
    301
    Character
    Yo-tsu Amilar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Semirhage View Post
    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.
    You know, when I dipped my toes back into WoW on my restro druid a few weeks back, I actually had more dps skills than in FFXIV and less healing tools. despite needing to heal more.
    On top of getting a nuke and two dots, one St one AoE, Restro Druids get to choose which of the dps specs they want to get the trimmed down dps rotation from. With the melee specc I took, that added two more resources to manage, a formchange somewhat similar to SB cleric stance (gives more dps options, can be canceled by casting a heal or magic dot), two more DoTs to manage, and a melee filler spending one of the two extra resources to build up the other.
    And I actually managed to get time to use all of it in between the Healing that needed doing.

    So if that works in a much more attrition based design, why can't Healers in FFXIV get at the very least their AoE DoTs back?
    (1)
    Quote Originally Posted by TheMightyMollusk View Post
    So who wants to go tell the god of wisdom and magic and king of the Viking pantheon that his robes aren't manly enough?

  10. #210
    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
    Snip
    Why should the focus be on downtime only but not both aspects? Should you just have 1 single target heal and 1 aoe heal then 30 buttons devoted to DPS then? I'm advocating for both a fun downtime phase when healing isn't need but more thoughtful healing to make it not feel like a chore. The reason I don't play a healer is because both aspects are dull as bricks. What good is a fun downtime phase if the healing phase is dull as hell, even if it makes up a minority of actions done in a fight? It again sounds like you want to be a healer but never have to heal period vs having a meaningful healing and dps phase. Why not make it so its fun to heal AND you get some fun dps to throw into the mix? Again, I am in pure agreement that dps options should be expanded for healers, but fight design should be made so a healer should feel happy that they did some sick interaction with the healing toolkit that ALLOWED you to have your damage phase. It builds a better game rather than "ACT number get big" type of loop. DPS suffers from this in the same sense providing little to no utility and fight design boiled down to "don't stand in bad and make number big".
    (0)
    Last edited by Yeastyloins; 05-24-2022 at 09:22 PM.

Page 21 of 42 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast