Page 7 of 21 FirstFirst ... 5 6 7 8 9 17 ... LastLast
Results 61 to 70 of 208
  1. #61
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,985
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Atma View Post
    The healing situation isn't getting unsustainable, it's been unsustainable since mid-ARR. I used to complain about it back then in my FCs, but after getting shouted down by people who just wanted fast dungeon runs I stopped bothering. I watched as they added more and more OGCD healing bloat, watching healers actually start talking about "DPS Uptime" unironically.

    This isn't a new problem, it's always been like this. Things being a touch undertuned and the amount of raw cooldowns + OGCD healing available is just making the problem more easily evident. Green DPS should have died as a concept forever ago, but after everything from "Healers DPS in FF per lore!" to "just stfu I want dungeons to go faster.", my opinion is that players were willing and eager participants in making this bed and now they're going to have to sleep in it. We need an entire fundamental rework of what it means to heal in FFXIV, and it's not gonna happen in one patch or likely even in an entire xpac.
    Green DPS is an entirely viable concept, if they actually committed to it. Nowhere does it say that healers need to abide by the oldschool mmo design of "spend every second healing or someone dies".

    What we have right now is healers with a toolkit designed for massive amounts of healing, but the content design for green DPS which never utilizes said toolkit. This just doesn't work, it leaves both the players who want to struggle to keep their party alive and the people who want to be a combat medic unsatisfied. The only ones happy with it are the people who engage with the job at the most surface level possible.
    (8)

  2. #62
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Absurdity View Post
    Green DPS is an entirely viable concept, if they actually committed to it. Nowhere does it say that healers need to abide by the oldschool mmo design of "spend every second healing or someone dies".

    What we have right now is healers with a toolkit designed for massive amounts of healing, but the content design for green DPS which never utilizes said toolkit. This just doesn't work, it leaves both the players who want to struggle to keep their party alive and the people who want to be a combat medic unsatisfied. The only ones happy with it are the people who engage with the job at the most surface level possible.
    I will actually agree with you in that by the 80%/20% rule, this is 80% a content design problem and absurd level of scripting to the encounters. And I've seen the "combat medic" players satisfied to the detriment of the players who want to engage with the healer role by actually having to heal for long enough. The scale is already stacked on one side heavy enough, thank you. It's time to start putting some weight on the other. If you're bored by the lack of DPS options in the class, it's because you're being given long enough time of not focusing on your role's primary responsibility to get bored by it.

    Nothing will get fixed by healers getting more DPS buttons. Nothing. All you're doing is pushing out the problem another expansion, possibly two. 1-2-1-2-1-2 is no more engaging than 1-1-1-1-1-1.
    (2)
    Last edited by Atma; 07-07-2022 at 02:50 PM.

  3. #63
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Raikai View Post
    DPS complexity issues aside, looking to the four healers today, regarding their healing kits, I simply can't see anywhere to go on 7.0 and beyond apart from animation/potency upgrades.

    I don't play Ultimates, so I can't say how the full extension of the healing kits fare there, but for the remainder (given the group performing well), a portion of the healing kit feels like overhealing or redundancy. I wonder if they need yet a new healing oGCD in 7.0.

    Is either a (much needed) healing redesign or (besides trait improvements) all that healers wil get next expansion are (also much needed) dps or support actions.
    Id like to see Multi-use abilities to be honest.

    Cast on ally -> Heal
    Cast on enemy -> Damage

    Would give healers more of a DPS kit while also expanding their healing kit a bit more.

    Just.. please no abilities like sage, i HATE using a button.. just to change the rest of my skills
    (3)

  4. #64
    Player
    Kazelus's Avatar
    Join Date
    Feb 2020
    Posts
    78
    Character
    Kalus Zelus
    World
    Twintania
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Atma View Post
    I will actually agree with you in that by the 80%/20% rule, this is 80% a content design problem and absurd level of scripting to the encounters. And I've seen the "combat medic" players satisfied to the detriment of the players who want to engage with the healer role by actually having to heal for long enough. The scale is already stacked on one side heavy enough, thank you. It's time to start putting some weight on the other. If you're bored by the lack of DPS options in the class, it's because you're being given long enough time of not focusing on your role's primary responsibility to get bored by it.

    Nothing will get fixed by healers getting more DPS buttons. Nothing. All you're doing is pushing out the problem another expansion, possibly two. 1-2-1-2-1-2 is no more engaging than 1-1-1-1-1-1.
    But Yoshida already said that he won't make greater healing requirements in the game so the badest healer in the game can still clear content. With that in mind, you know that the only options left is to make a better rotations for green DPS...
    (8)

  5. #65
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Atma View Post
    I will actually agree with you in that by the 80%/20% rule, this is 80% a content design problem and absurd level of scripting to the encounters. And I've seen the "combat medic" players satisfied to the detriment of the players who want to engage with the healer role by actually having to heal for long enough. The scale is already stacked on one side heavy enough, thank you. It's time to start putting some weight on the other. If you're bored by the lack of DPS options in the class, it's because you're being given long enough time of not focusing on your role's primary responsibility to get bored by it.

    Nothing will get fixed by healers getting more DPS buttons. Nothing. All you're doing is pushing out the problem another expansion, possibly two. 1-2-1-2-1-2 is no more engaging than 1-1-1-1-1-1.
    The problem is that the class design hasn't satisfied 'combat medic' players arguably since SB and certainly not post SHB's launch. IMO it doesn't really satisfy anyone the moment they start paying attention and memorising fights. Saying this is a combat medic vs actual healers thing is completely missing the point.

    I'm quite willing to bet that a healthy majority of the old school healers here arguing for more DPS complexity would happily jump at the chance of getting HW era healing back if it was coupled with the HW's monster damage output as well. Would they be willing to take it back if it Cleric Stance was dropped in favour of a few highlight reel abilities from recent times such as Macrocosmos and 6.1's Lilies? I'm not sure that would be such a strong response but I'd certainly take it.

    I 100% agree that I'd love to see more healing across the board but I think some complexity should be added into the healers downtime kit regardless to make solo content or duties like Aglaia a little more bearable as this is really where things are at there worst now IMO.

    Understand that more buttons doesn't just equate to generic combos, ironically if we do get any combos, I'd actually prefer them to be pvp style auto combos that simply break when anything else is used to avoid button bloat (granted I admit I'm probably not the majority here), it's more about making the downtime more engaging and having us think a little. Multiple dots on different timers worked just fine for years, as did niche or quirky abilities and buttons such as fluid aura, miasma II, aero III etc. Another route is process. DNC at it's core is barely more than a combo, but it's layer upon lay of proc systems coupled with a big 2 minute flurry seems to keep it well liked. A greatly simplified version of that would do wonders on one of the healers no?
    (8)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #66
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Sebazy View Post
    Saying this is a combat medic vs actual healers thing is completely missing the point.
    I'd agree, but this comes down to really more of an opinion thing. I don't really have a lot of respect for the "I want to be a 'combat medic'" opinion. That is wanting to be a DPS that just has buttons that heal everyone. I view it as wanting to be overpowered to the level that playing a warrior feels like today when they rush into a big pack of monsters and pop bloodwhetting, except all the time.

    If that's how people want it to be, we might as well just give all DPS cooldowns and put them in charge of their own HP management like GW2 and - frankly - how they're already trending with tanks.

    Multiple dots on different timers worked just fine for years,
    Ew.. No it didn't, and if they add multi-dots back in I'm out. I'll never touch healers again and I know plenty of people with the same mindset. I would argue multi-dotting is a playstyle only a niche level of players enjoy to begin with given you don't see it all that often in MMOs, and we can already see a clear trend of DOTs being the first thing on the chopping block when they need to reduce button bloat (shadow fang) or update jobs (summoner). I'd be willing to bet in the preparation for the next xpac and it's abilities, that cutting goring blade has been discussed many times.

    Another route is process. DNC at it's core is barely more than a combo, but it's layer upon lay of proc systems coupled with a big 2 minute flurry seems to keep it well liked. A greatly simplified version of that would do wonders on one of the healers no?
    A greatly simplified version of that is pretty much a 1-2 with a proc, so... I really doubt it's going to be that compelling.

    Look, here's the situation, because I know what it is. People want "Gunbreaker, except a healer", and think that's the solution to this problem. But the problem is, they've gotten attached generally to the one that they like, so they want "Gunbreaker, except a healer" done to all of the classes. While I would certainly argue that Gunbreaker improved the tank situation because it got some DPS to finally just play a tank, I don't think this is the right solution because there is a different mindset within people who classically enjoy the healer role. All we can do is speculate because frankly it's impossible to know, but my belief is you lose more than you gain on that trade.


    ... I actually have to split this into two posts because it's too long.. hah...
    (2)

  7. #67
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    (con't)

    The problem at its core is that fights in this game simply do not throw enough random, untimed/unscripted damage at the group to keep healers even remotely on their toes. Combine that with the fact that they've moved probably 80% or more of healing to OGCDs (some would probably argue higher, I stick with a world where it is humans that are playing and not robots) so mistakes are going to happen) leads to a very boring playstyle where yes, you are sitting there spamming your 1 DPS ability and dot for entirely too long periods of time, because the way things 'tend to work' is that the damage output from the target roughly correlates to when your abilities come off cooldown.

    I often joke the entire game is "scripted around scholar" because with excog, lustrate, and indom you basically get your 1 tankbuster, your 1 "recharge the tank"/heal the DPS oops", and your 1 unavoidable AOE per minute. Obviously that's not every fight, but it's certainly a clear enough pattern for the joke to work. Tank self-healing also went *completely* off the rails in EW and needs to be severely reigned in, but of course the tanks love their new fun toys and getting to feel like tiny gods so now that's going to be a problem - the entire community should have pushed back against that (tanks included) when it first became apparent how much it breaks the game but, again - "we just want fast dungeon runs" mindset triumphs over what's actually good for the game.

    The reason why I say this is unsustainable is because the more you push the boundaries of what healers are doing for DPS and blur the lines between what a healer does and what a DPS does, the more you risk eventually either:

    1) making these classes overpowered, which then does force them to continue to escalate boss HP, etc until everything just becomes a bullet sponge that balances the entire game on the back of the healer role. Either that or it becomes you're just pressing more buttons to get to the same end result for damage. That's an illusion of complexity. - or -
    2) blurring the line so much that you have to start asking the question "why do we even have DPS and Healers when they're doing almost the same thing?"

    Franky, I just view it as if they are going to blur the lines on this any more, they might as well just eliminate the healer role and put the DPS in charge of their own healing as they've done with many games that have tried to eliminate the trinity. I'm not arguing it can't be successful, plenty of games have done that.

    I also think - personal opinion here - that people's expectations here clearly differ from where things are headed. I say this because last expansion, they had to do a major numbers crunch because the numbers were causing them a lot of problems. Next expansion IMO I am expecting to be the great ability crunch. Button bloat is becoming extremely real at this point, and if there's any trends we see observable in the world it's classes losing buttons, not gaining new ones.
    (2)
    Last edited by Atma; 07-08-2022 at 01:11 AM.

  8. #68
    Player
    Raoabolic's Avatar
    Join Date
    Nov 2016
    Location
    Bastok
    Posts
    2,036
    Character
    Raogrimm Ironfist
    World
    Coeurl
    Main Class
    Fisher Lv 90
    Quote Originally Posted by DixieBellOCE View Post
    Id like to see Multi-use abilities to be honest.

    Cast on ally -> Heal
    Cast on enemy -> Damage

    Would give healers more of a DPS kit while also expanding their healing kit a bit more.

    Just.. please no abilities like sage, i HATE using a button.. just to change the rest of my skills
    That's actually a pretty good idea and it would suddenly give the devs a ton more room to add skills that can allow each healer class to feel unique. Yes SE, I did get nervous when you mentioned ast reworks.
    (2)

  9. #69
    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 Atma View Post
    I'd agree, but this comes down to really more of an opinion thing. I don't really have a lot of respect for the "I want to be a 'combat medic'" opinion. That is wanting to be a DPS that just has buttons that heal everyone. I view it as wanting to be overpowered to the level that playing a warrior feels like today when they rush into a big pack of monsters and pop bloodwhetting, except all the time.
    That's literally how healers are designed in most games, video, tabletop, or otherwise. "Pure real healers who cast healing spells constantly" is an aberration from attrition healing MMOs, and that's about it.
    (6)

  10. #70
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Semirhage View Post
    That's literally how healers are designed in most games, video, tabletop, or otherwise. "Pure real healers who cast healing spells constantly" is an aberration from attrition healing MMOs, and that's about it.
    Yeah, and they've always been overpowered in the hands of anyone reasonably competent too. 3.0 Cleric/Druid? Absolutely gods. 3.5? Little better, but still gods. Pathfinder? Yup, still gods.

    I'm in a game right now where our party's cleric shucks out 100+ Damage a round, is basically untouchable AC wise by anything other than the nastiest of nasty's primary attacks, and can handle anything else the party needs. Is this a compelling game experience for anyone? No. And we're already talking about how to reign in this crap for the next adventure path we do because people are sick of it.
    (3)
    Last edited by Atma; 07-08-2022 at 01:22 AM.

Page 7 of 21 FirstFirst ... 5 6 7 8 9 17 ... LastLast