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  1. #1
    Player
    Jojoya's Avatar
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    Feb 2018
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    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    That hasn't been my experience in any game in which I've played a healer, nor would I want it to be my experience in this one- by the way in all of those other game healers had many options , such as through skill tress- to both heal and do damage. This game has been far more simplified in that aspect than it used to be,
    It's helpful if you give detailed examples of how healer classes and encounters were designed in those other games so others can understand where you're coming from. People find it too easy to say "other games aren't like this" but then can't express an actual difference between the two.

    If SE is going to improve on healer design, what game should they be looking at for an example?

    Quote Originally Posted by ForteNightshade View Post
    Evidently not considering the healer population hasn't budged in years despite their constant dumbing down. The dev team is not infallible here. After all, this is the same team which openly admitted they didn't balance Bard and Machinist around the piercing debuff yet were baffled why both were incredibly overpowered.

    Regardless, even if we do take that at face value. You're essentially justifying them having a boring gameplay for 1/3 of the playerbase because a portion want to watch Netflix. That's a terrible philosophy.
    Healer numbers rarely budge in any MMO because most players are more interested in seeing huge damage numbers splashed across the screen over having to watch health bars and debuffs/buffs on party members. No matter what's been tried, it's hard to get players to try out the role that's perceived as having more responsibility. Tanks also have frequently suffered from this, though to a lesser degree.

    Perhaps the real solution is to give DPS additional responsibility beyond watch the boss and move out of mechanics as they DPS. Tanks have the added responsibility of handling their mitigation as they DPS. Healer have the additional responsible of keeping party HP at accepting levels and then DPSing if they have the free GCD (or oGCD if available). What additional responsibility has been given to DPS?
    (4)
    Last edited by Jojoya; 08-08-2022 at 10:08 AM.

  2. #2
    Player Deveryn's Avatar
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    Aug 2020
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    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Jojoya View Post
    It's helpful if you give detailed examples of how healer classes and encounters were designed in those other games so others can understand where you're coming from. People find it too easy to say "other games aren't like this" but then can't express an actual difference between the two.

    If SE is going to improve on healer design, what game should they be looking at for an example?
    Everquest 2 actually has a lot of different nukes for healers, but they really get into elemental resistances and potencies. That doesn't exist here, so it would all be redundant.
    (1)

  3. #3
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    6,516
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jojoya View Post
    It's helpful if you give detailed examples of how healer classes and encounters were designed in those other games so others can understand where you're coming from. People find it too easy to say "other games aren't like this" but then can't express an actual difference between the two.

    If SE is going to improve on healer design, what game should they be looking at for an example?


    Healer numbers rarely budge in any MMO because most players are more interested in seeing huge damage numbers splashed across the screen over having to watch health bars and debuffs/buffs on party members. No matter what's been tried, it's hard to get players to try out the role that's perceived as having more responsibility. Tanks also have frequently suffered from this, though to a lesser degree.

    Perhaps the real solution is to give DPS additional responsibility beyond watch the boss and move out of mechanics as they DPS. Tanks have the added responsibility of handling their mitigation as they DPS. Healer have the additional responsible of keeping party HP at accepting levels and then DPSing if they have the free GCD (or oGCD if available). What additional responsibility has been given to DPS?
    DPS used to have agro management, buff maintenance and synergy and utility (remember refresh), they ripped that out as well to completely functionally remove enmity and reduce all utility except expedience to “make damage or healing numbers bigger”

    The problem with healers is more than just changes to healers, they are also the most affected by the overall changes in the game design
    (3)

  4. #4
    Player Deveryn's Avatar
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    Aug 2020
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    Deveryn Ev'liarsh
    World
    Excalibur
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    Summoner Lv 100
    Quote Originally Posted by Supersnow845 View Post
    DPS used to have agro management, buff maintenance and synergy and utility (remember refresh), they ripped that out as well to completely functionally remove enmity and reduce all utility except expedience to “make damage or healing numbers bigger”
    Yeah... how was the population back then? How was the satisfaction back then? People appear to speak fondly of those days, but it clearly wasn't a sustainable path for XIV. All that stuff was needless complication and bloat.

    There's more competition for people's time these days, so if something is too much of a niche, fewer people are going to bother with it and eventually that game goes away. K.I.S.S.
    (0)

  5. #5
    Player
    Seera1024's Avatar
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    Apr 2020
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    406
    Character
    Chymea Sum
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Deveryn View Post
    Yeah... how was the population back then? How was the satisfaction back then? People appear to speak fondly of those days, but it clearly wasn't a sustainable path for XIV. All that stuff was needless complication and bloat.

    There's more competition for people's time these days, so if something is too much of a niche, fewer people are going to bother with it and eventually that game goes away. K.I.S.S.
    There's a fine line between making things more accessible and making things too simple and you drive away too many players who don't need it to be simple.

    Many healers are arguing that SE in making the role more accessible may have gone too far and made things too simple for healers.

    Everyone has their point where a class/role is too simple for them to enjoy it and a point where it is too complex for them to enjoy it. There's a sweetspot that has the highest number of players between simple and complex. If you go too simple in the name of accessibility, the players who prefer more complex classes/roles may find the class/role has become too simple for them. They stop playing that class/role and move on to something that's more complex.

    People are saying that SE has moved the line too far over to the simple side and the players it brings in due to accessibility is less than the players it lost due to lowering the complexity.
    (7)

  6. #6
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Deveryn View Post
    Yeah... how was the population back then? How was the satisfaction back then? People appear to speak fondly of those days, but it clearly wasn't a sustainable path for XIV. All that stuff was needless complication and bloat.

    There's more competition for people's time these days, so if something is too much of a niche, fewer people are going to bother with it and eventually that game goes away. K.I.S.S.
    The population has been growing since ARR, just because EW continued that path doesn’t mean it did everything right, HW was basically the expansion that secured the longevity of the game after ARR was “fine” but nothing that people would dedicate 10 years to, job satisfaction was also higher but anyway I was simply responding to the person that said “we should give DPS more responsibilities” saying that’s what we used to have, if you have a problem thinking that was pointless button bloat reply to them about it
    (1)

  7. #7
    Player
    HyoMinPark's Avatar
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    Feb 2016
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    Lavender Beds, Ward 13, Plot 41
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    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by Deveryn View Post
    Yeah... how was the population back then? How was the satisfaction back then? People appear to speak fondly of those days, but it clearly wasn't a sustainable path for XIV. All that stuff was needless complication and bloat.

    There's more competition for people's time these days, so if something is too much of a niche, fewer people are going to bother with it and eventually that game goes away. K.I.S.S.
    No BRD was complaining about the utility they used to have outside of old Mage’s and Army’s costing you 10% damage to use. If anything, when they got rid of Refresh and OG Tactician, the physical ranged role as a whole complained about it because their role was supposed to be the SUPPORT role (or XIV’s closest equivalent to a support role). No one complained about the design of SB BRD outside of its power creep in Alphascape. Instead of just fixing that, the developers basically gave the job a lobotomy in ShB, and it pissed off a lot of BRD mains. Aside from the fact that they removed all utility from the job and gave utility to DNC because, apparently, two jobs within the same role can’t both have utility.

    Previous healer design—SB Lilies aside—was generally fine. AST had balance issues between it and WHM, and with Diurnal being objectively better than Nocturnal in every scenario except solo healing Savage or Ultimate; and Balance needed to be addressed because nothing can compete with straight damage increases. But the general design of healer gameplay was not as heavily criticized as you’re implying. HW DRK is near universally considered the best iteration of the job, despite needing to address how Parry was a dead stat. SB DRK, by comparison, was heavily criticized because the developers read way too much into “oh you like Dark Arts? Well now you can Dark Arts everything!” It made the playstyle needlessly clunky. And they kind of did the same thing with WAR by taking Fell Cleave and making it into something you basically spam. Compared to HW Fell Cleave where you built up Wrath stacks and then spent them on a hard-hitting ability that felt powerful.

    And I bring up again the removal of Kaiten from SAM. Who the heck asked for that? And look at how much backlash that got the devs. The proposed DRG changes that were supposed to happen in 6.2 and are now happening in 7.0 are being criticized because who even asked for them in the first place? The developers have a huge issue with stripping down jobs and removing aspects from them that people did not ask for; and for ignoring the genuine complaints they may have.
    (9)
    Last edited by HyoMinPark; 08-08-2022 at 11:16 AM.
    Sage | Astrologian | Dancer

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  8. #8
    Player
    IDontPetLalas's Avatar
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    Oct 2020
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    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Jojoya View Post
    It's helpful if you give detailed examples of how healer classes and encounters were designed in those other games so others can understand where you're coming from. People find it too easy to say "other games aren't like this" but then can't express an actual difference between the two.

    If SE is going to improve on healer design, what game should they be looking at for an example?

    Personally, I have, and more than once. This is the general section of the forum, if you want to see those types of discussions, I would point you to the healer sub-forum where there are literally hundreds of pages of posts in a single thread alone, and in fact there are numerous posts providing exactly what you want to see regarding examples from other games.

    Healer numbers rarely budge in any MMO because most players are more interested in seeing huge damage numbers splashed across the screen over having to watch health bars and debuffs/buffs on party members. No matter what's been tried, it's hard to get players to try out the role that's perceived as having more responsibility. Tanks also have frequently suffered from this, though to a lesser degree.

    Perhaps the real solution is to give DPS additional responsibility beyond watch the boss and move out of mechanics as they DPS. Tanks have the added responsibility of handling their mitigation as they DPS. Healer have the additional responsible of keeping party HP at accepting levels and then DPSing if they have the free GCD (or oGCD if available). What additional responsibility has been given to DPS?
    That perception may well hold some people back, just as it may hold some people back from tanking. There are a number of ways to deal with that.

    Stating that "healer numbers rarely budge" I suppose you are trying to say that there will always be less people interested in player a healer than a DPS, I think that's a fair comment, however I would also say that the healer role is also subject to any individual game design, and this can make that role more or less popular.
    (1)

  9. #9
    Player
    ForteNightshade's Avatar
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    Oct 2013
    Location
    Limsa Lominsa
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    3,635
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jojoya View Post
    Healer numbers rarely budge in any MMO because most players are more interested in seeing huge damage numbers splashed across the screen over having to watch health bars and debuffs/buffs on party members. No matter what's been tried, it's hard to get players to try out the role that's perceived as having more responsibility. Tanks also have frequently suffered from this, though to a lesser degree.

    Perhaps the real solution is to give DPS additional responsibility beyond watch the boss and move out of mechanics as they DPS. Tanks have the added responsibility of handling their mitigation as they DPS. Healer have the additional responsible of keeping party HP at accepting levels and then DPSing if they have the free GCD (or oGCD if available). What additional responsibility has been given to DPS?
    While I don't disagree the Healer role is generally unpopular comparatively speaking, this only highlights my original point: the dev's approach has been flawed since Shadowbringers. The whole reason they dumbed down healers and seemingly refuse to give them a meaningfully engaging rotation is due to the perceived difficulty being too daunting for new players. Therefore, making them easier should attract players to the role. It didn't. All they accomplished was making the healer community incredibly divisive. If the numbers were never going to budge, or even deplete because of player backlash, then they were better off never changing their gameplay design in the first place.

    Giving DPS greater responsibility is fine, though the devs have said they won't due to it being unfair for those playing specific roles. I recall Yoshida specifically mentioning the Gorilla mechanic from A5. Furthermore, the issue with mechanics like that is with how rigid jobs have become nowadays. Take a job like Dragoon. If forced to engage for any long periods, it's rotation is entirely destroyed in terms of damage output. Hence why any DPS mechanic will largely be thrown onto whichever job does the least damage.
    (2)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  10. #10
    Player
    vetch's Avatar
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    Aug 2022
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    back on my free trial account
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    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by ForteNightshade View Post
    Giving DPS greater responsibility is fine, though the devs have said they won't due to it being unfair for those playing specific roles. I recall Yoshida specifically mentioning the Gorilla mechanic from A5. Furthermore, the issue with mechanics like that is with how rigid jobs have become nowadays. Take a job like Dragoon. If forced to engage for any long periods, it's rotation is entirely destroyed in terms of damage output. Hence why any DPS mechanic will largely be thrown onto whichever job does the least damage.
    Heaven forbid I be responsible for turning into a giant gorilla and punching high explosives across the room. That's so unfair. I'd much rather press the same 25 buttons I've pressed for the last 100 hours to shave off 2% of the boss's health.

    The calcifying effects of the design decision to never require any decisions of the players lest endgame raiders indicate a preference for certain classes (which they were going to do anyway) are even crippling DPS gameplay now. Every job gets uptime-friendly 'stand here, then here' mechanics. Every job bursts at 2 minutes. Every job wants the same substats. It's so tedious.

    Ironically, A5 gorilla would be a perfect mechanic for modern FF14 healers. They do the least DPS, their burst doesn't suffer from not building up resources if they disengage, you have to bring two of them, and there's never so much outgoing damage that the tanks can't get along fine without them for 15 seconds.
    (5)

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