Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast
Results 31 to 40 of 52

Thread: Hello Yoshi-P

  1. #31
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by LeonKeyh View Post
    I DEFINITELY get the idea of wanting to heal more. That seems fairly ideal for a role called...healer. However, it's unrealistic at this point (IMO) and I feel like requesting it is too easy for SE to ignore. Increasing the amount of healing required is going to be a HUGE undertaking including revamping most encounters and trying to rebalance all of the different abilities.

    That's why generally people lean towards a more interesting DPS kit. They can fairly easily make a DPS rotation do an average of whatever Glare/Dia would do in the same number of button presses. Honestly, I'd rather have something "different", namely having the healers lean into a "support" role. I like the idea of indirect DPS like AST's cards and I feel like giving healers more abilities to increase the damage of other players would make the role distinct while also giving them more to do. I would say WHM/SGE would get a bigger DPS kit and SCH/AST would be focused on support more.

    But, it seems unlikely anything would change unfortunately.
    Oh I agree, it's unrealistic at this point, because making meaningful changes in that respect would be a monumental job.

    The stance I take is that they should:
    - Give us more to do in our downtime IE: DPS because the game isn't designed to value anything else we could be doing.
    - Increase the healing requirement in a meaningful way for future content.

    But it is unlikely to change because they've pretty much said as much. But if there is any optimism it's that they were the same way with MCH and MNK and eventually they got positive reworks. That said, I'm not holding onto any such optimism until evidence shows that it could go that way. And it's why I'm worried by the announcement of 7.0 changes for AST because if they've singled out AST over the others, it feels like they're probably going to go after the cards, which is about the only thing keeping me playing a healer role, as it's more than a Broil/Glare/Dosis spam, it's not much, but it breaks up the monotony in my down time, but I like the healing kits of all healer jobs...when I get to use them. And I can get enjoyment out of SGE if I purposefully play it badly as now that I've gotten good with it, I have to (which I know when SGE came out was my fear and hope I wouldn't get to).
    (1)

  2. #32
    Player
    Join Date
    Oct 2021
    Posts
    959
    Personally I would want SCH to get its old DPS kit back, not just because I am a SCH enjoyer but because DoTs are good design for healers and losing a DoT playstyle for healers has been a travesty. SE knows that healers are focused on DPSing so they keep giving a ton of oGCD bloat so we can DPS more while also saying "whoah hold on, not going to increase the DPS buttons because you need to heal!" but if say;

    SCH has several strong DoTs (Bio, Miasma, potentially a third like Shadow Flare), weak filler (Ruin/Broil)
    Replacing a Broil with a GCD heal isn't as much of a loss, and incentivizes using them instead of tunnel visioning DPS.

    Right now all healers have:
    One weak DoT, bulk of damage from their filler, results in healers avoiding GCD heals like the plague and it being a massive loss if you ever have to use them.

    One healer (preferably SCH) having the old SCH style of weak filler DPS + strong DoTs is a great design for an overall kit in a proverbial world where we're cutting down on oGCD bloat, because we know they aren't going to get rid of GCD heals and we don't want healers to be punished for doing their jobs. In a world with less oGCD healing, GCD healing becomes more necessary so old SCH's DoT based gameplay fits perfectly so the player can drop filler spam while knowing that they're still contributing to the fight via their DoTs.

    It's just infuriating that SE isn't able to understand something that they previously seemingly understood.
    (9)

  3. #33
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    You can do some pretty cool things with DoTs too that SE really hasn't explored.


    SCH's 3 DoTs could have varied durations so you really have to pay attention to them

    Or, you could do something interesting. Using Bio, Miasma, and Shadow Flare:

    Shadow flare could, in addition to being a DoT, increase the damage the target takes from DoTs. But Bio and Miasma can't be on the same target at the same time or they "explode" for a small amount of damage. Also, when "Bio" runs out it puts another debuff on the enemy that increases damage done by Miasma, and vice versa.

    Gameplay would be keeping up Shadow Flare the whole time and swapping between Miasma and Bio for the second DoT, Bio would make Miasma do more damage once it runs out, Miasma would make Bio do more damage when it runs out. It's similar overall to Reaper's gameplay.


    DoTs CAN be fairly interesting, it's been done before. I know that in DR last expansion the debuff/buff limitations caused a lot of problems, but just limit the number of players in the content. It really feels like some design decisions are based on a small amount of content.
    (5)

  4. #34
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by LeonKeyh View Post
    You can do some pretty cool things with DoTs too that SE really hasn't explored.
    Seeing what Blizzard does with Affliction Warlock then looking back at FFXIV even at its peak with DoTs makes me weep.
    (2)

  5. #35
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,029
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by VentVanitas View Post
    Seeing what Blizzard does with Affliction Warlock then looking back at FFXIV even at its peak with DoTs makes me weep.
    One of the big limiting factors to DoT gameplay is unfortunately the fundamental design behind DoT effects in XIV. Dots deal their damage every server tick, which is 3 seconds, and there is no way to speed this up.

    No matter what they do about DoTs it will always feel a bit lackluster compared to WoW's affliction lock where you could have DoTs tick every second, sometimes even faster with abilities like Malefic Grasp and stacking Haste, filling your screen with damage numbers everywhere.
    (0)

  6. #36
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by LeonKeyh View Post
    You can do some pretty cool things with DoTs too that SE really hasn't explored.
    AST could have its Time Mage elements back instead of being stripped of them and either Dilate (extend) or Quicken Combust (or whatever extra DoT) you wanna give it.

    SGE could get DoTs that actually interact with Kardia (cause I swear to god it feels like it doesn't right now) and passively heal the party so there is incentive to pop them both (also assuming they get more than one)

    WHM? Idfk. Maybe give them a thorn's dot that inflicts a debuff on the enemy that weakens it and gives more damage to the party on top of... Aero 3 was the lost DoT right?

    Back onto the topic, yes, YoshiP has 0 idea about how healers actually plays, needs to accept that and take a deeper look into them. ..And probably combat design for Savage Tier at least. I want heal checks dammit!

    AND NO. DOOM HEALING TO FULL DOES NOT CUT IT. Give me... Does Ultima's heal check in Orbonne count as an Ahk Morn? Since its consistent damage over a period of time? W/e. Give me more random damage on the party pls that isn't avoidable.

    We have TWO HEALERS in raids! We should be getting mechanics for BOTH of them to heal through
    (0)
    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

  7. #37
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ASkellington View Post
    AST could have its Time Mage elements back instead of being stripped of them and either Dilate (extend) or Quicken Combust (or whatever extra DoT) you wanna give it.

    SGE could get DoTs that actually interact with Kardia (cause I swear to god it feels like it doesn't right now) and passively heal the party so there is incentive to pop them both (also assuming they get more than one)

    WHM? Idfk. Maybe give them a thorn's dot that inflicts a debuff on the enemy that weakens it and gives more damage to the party on top of... Aero 3 was the lost DoT right?

    Back onto the topic, yes, YoshiP has 0 idea about how healers actually plays, needs to accept that and take a deeper look into them. ..And probably combat design for Savage Tier at least. I want heal checks dammit!

    AND NO. DOOM HEALING TO FULL DOES NOT CUT IT. Give me... Does Ultima's heal check in Orbonne count as an Ahk Morn? Since its consistent damage over a period of time? W/e. Give me more random damage on the party pls that isn't avoidable.

    We have TWO HEALERS in raids! We should be getting mechanics for BOTH of them to heal through
    Give white mage a dps rotation we’re we use all the astral elements like water, wind and earth. It’s insane how generic boring glare is. And sage his dot interacts with kardia but only once for the 170 potency hit if you apply the dot, afterwards it does nothing. Scholar should be a debuff master, we’re you weaken the boss or strength the group depending on the situation. Like the job is a battle tactician and not a whatever it is now. Give astro back time magic and make it for example that you can place a heal or effect in “stasis” so you use it when you need it or make it so you can speed up a dot or hot so it deals the full potency instead or other cool stuff.

    Like these Job have so much potential it’s insane how under utilized this potential is.

    Like every job except healer has a really heavy skill ceiling for optimization and then there is the healer role we’re getting better means hitting 1 button more.
    (2)

  8. #38
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    Want to change healers for the better? Make it mandatory all devs play healers and you’ll see how fast things change for the better once they experience mind numbing unsatisfying gameplay
    (2)

  9. #39
    Player
    Thoosa's Avatar
    Join Date
    Apr 2017
    Posts
    329
    Character
    Thoosa Starburst
    World
    Lich
    Main Class
    Black Mage Lv 90
    I think their plan is to eventually blur the lines in the holy trinity (or remove it altogether) to try and appeal to the most people as possible, plus because they have so many jobs now, it would probably make balancing easier, because I don’t think they have a big budget or big developer team?

    There’s also something someone might have said, that they don’t want to put all the pressure on healers, so that’s why healer’s dps buttons are very little and why they have crazy ogcd healing buttons, and why they’ve given raises to dps jobs.

    However with this “healers must dps” mantra, they’ve ended up creating a mind set of “oh I must dps as much as I can and heal only in emergencies” and it’s created the “healer parse” culture and a really boring 1 1 1 1 role where you’re barely healing and bored out of your mind pressing 1 1 1 1. Also for bad healers, they get 1 1 1 1 tunnel vision whilst their group is dying all around them because the mindset isn’t heal first.

    *grumbles about scripted incoming party damage which makes healing really boring*

    Healers are neither dps jobs first, with healing buttons, or healers first, with dps buttons. They’re no longer a defined thing as part of the trinity.
    (1)

  10. #40
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    It's really not about catering to parsers issue when outside of prog you will practically never lose DPS and still have enough cooldowns to overheal.
    (0)

Page 4 of 6 FirstFirst ... 2 3 4 5 6 LastLast