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  1. #1
    Player
    Reylah's Avatar
    Join Date
    Apr 2022
    Posts
    16
    Character
    Marcey Hildthryth
    World
    Brynhildr
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by ty_taurus View Post
    You can type up your full response, then copy the majority of it and delete that. Post the first part of your response, then edit your message and paste in the remaining text and you'll be able to share your full thoughts. That's how many of us bypass the character limit.
    Thanks.

    Quote Originally Posted by ty_taurus View Post
    There's an issue with changing how content is designed at this point which is that it fails to address all of the content that currently exists. If we were to adjust future fight design to compliment the way healers are currently designed, it would do nothing to address the issues with healing design vs content design in everything that led up to now. Changing how healers work is far more logical because reworking them in a way that compliments the current content design model can enable them to always be fun and engaging if done correctly, not just in content that we add from this point forward.
    Unfortunately that holds for any design change not just content or healing. That's why we rarely see utility changes to classes and when we do its always in the new level bracket. If they make changes to how healers play before lvl 50 that effects the synched min ilvl no echo whatever runs of Coil and the whole point of those is that you can "experience it as it was" to a certain degree and FFXIV end game relies a lot on being able to redo old content in various forms to make up for slower a new content pace. At a certain point something has to give if any big change is to occur. If you check out the old non-MSQ dungeons and raids from ARR and HW they still have an older design requiring more healing and dispels with more Damage over time effects. If they only make changes that won't affect older content then we will only see new abilities or traits for the new expac content and while that will be fine for that stuff I guess, it will lead to a weird stratification of the healing experience as you level and whenever you get synced.
    (1)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,731
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Reylah View Post
    Thanks.



    Unfortunately that holds for any design change not just content or healing. That's why we rarely see utility changes to classes and when we do its always in the new level bracket. If they make changes to how healers play before lvl 50 that effects the synched min ilvl no echo whatever runs of Coil and the whole point of those is that you can "experience it as it was" to a certain degree and FFXIV end game relies a lot on being able to redo old content in various forms to make up for slower a new content pace. At a certain point something has to give if any big change is to occur. If you check out the old non-MSQ dungeons and raids from ARR and HW they still have an older design requiring more healing and dispels with more Damage over time effects. If they only make changes that won't affect older content then we will only see new abilities or traits for the new expac content and while that will be fine for that stuff I guess, it will lead to a weird stratification of the healing experience as you level and whenever you get synced.
    Honestly, the biggest difference between old and new content is the removal of enemies landing critical hits and how certain enemies will stay facing in the direction of their target when casting certain actions (this matters for tanks as they can dodge things like conal cleaves and whatnot by walking through the boss or enemy). There really aren't many instances of cleansable debuffs early on, especially ones worth cleansing. DoTs, as you brought up, deal so little damage outside of Savage that it's a waste of time cleansing them.

    Regardless, healers and and should be designed in a way that provides players with a consistent gameplay loop regardless of the amount of healing required. That is the only way to not only make all content more enjoyable, but also make healing more enjoyable for solo instances and the MSQ. I'd be down with seeing more damage in the future but I don't want there to be this schism between old and new content where healing becomes unplayable when synched down to a certain point.
    (6)