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  1. #1
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    Quote Originally Posted by Mortex View Post
    The Problem with ogcds heal pruning is that the entire situation would change from glare spam too a 3 gcd medica spam before you resume glare. It changes one button for another, for 2-3 gcds and that’s it. There is still tons of downtime and 1 button spam just because ff 14 has these fight like this.
    Yeah, but isn't that ALREADY an improvement?

    Healing would be more engaging if you were actually pressing more buttons, and that would be pressing more buttons.

    Further, it would make things like efficiency and MP management actually important concepts. As it is, you blow oGCDs, everything is healed, you then spam Glare and keep Lucid on CD. There's no thought or nuance there.

    Actively choosing between Medica or Cure 3, Cure 1 or Cure 2, Regen, or Cure 1/2, and when a situation DOES warrant using one of your more limited oGCD emergency tools already sounds more engaging. And it's not like things would necessarily be massively HARDER, per se (if that's a concern). Anything you heal with Afflatus Solace/Tetragrammaton or Afflatus Rapture can be directly substituted for Cure 2 and Medica 1, respectively, as they have the same potencies. It's not as direct, but a lot of the other healers have similar tool comparisons, like Lustrate/Excog to Physic/Adlo (ish) and so on. If the MP costs are somewhat reduced and healers actually have MP regen tools that are used for when MP is low and not on CD (imagine if Lucid had a weaker base potency but scaled higher the lower your MP was when you used it, rewarding waiting to use it until lower MP values instead of just keeping it rolling), then there'd still be no problems.

    The fact is, healers press far more than 1/2 buttons NOW. Just the community has decided if they aren't GCDs, they don't count. So if healing was shifted to GCDs and oGCD heals were emergency/panic buttons (as they arguably should be), that would already fix the complaints...

    ...or reveal them as (some people) complaining because they want to DPS instead of heal and don't REALLY want to have to press more buttons if it means more healing buttons...
    (0)

  2. #2
    Player
    Semirhage's Avatar
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    Nemene Damendar
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    Midgardsormr
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    Red Mage Lv 90
    Quote Originally Posted by Renathras View Post
    ...or reveal them as (some people) complaining because they want to DPS instead of heal and don't REALLY want to have to press more buttons if it means more healing buttons...
    HeALeRs shOULd HeAL oNLy, every time.
    (6)

  3. #3
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    Quote Originally Posted by Semirhage View Post
    HeALeRs shOULd HeAL oNLy, every time.
    ExCePt lItErAlLy nO oNe sAiD ThAt aT AlL.

    EDIT: Seriously, SHOW ME where someone - anyone, but especially me - said "healers should heal only". Show me this direct quote. Or admit you're using a strawman fallacy and STOP doing it. Either is fine by me.

    Quote Originally Posted by AmiableApkallu View Post
    My two cents: If you want healers to engage more meaningfully with the healing portion of their toolkits, the first thing that needs to change is encounter design, i.e., the reason healers have those buttons in the first place.

    The best, most practical suggestions I've seen so far for increasing outgoing damage from mobs and bosses are:
    • Let auto attacks crit again.
    • Let auto attacks continue through casts.
    • Randomize who gets hit by auto attacks.

    I gather that some or all of these used to be aspects of game play before I started playing. Regardless, unpredictability would keep healers from falling asleep while waiting for the next scripted raid wide or tank buster.
    Oh I don't disagree with that.

    But the encounter design has fallen into the trap of making the oGCDs the common used healing spells and GCDs the rare use emergency tools when most games (and most healer design) does the opposite and to better effect. MOST of our oGCD direct heals/HoTs have a GCD counterpart. The only weird ones are we don't have cast mitigation spells now that Protect (for what it was) is gone.

    The big thing is to mix-up damage (instead of 30 sec of nothing then spikes of damage (oGCD through), 30 seconds of nothing which heavily encourages oGCD plans and not using GCD heals. I feel that design is partly driven by the oGCDs, though, as fewer oGCDs that were up less often would mean more smooth damage patterns since the spike system wouldn't work so well anymore for encounter design.
    (0)
    Last edited by Renathras; 09-26-2022 at 09:28 AM. Reason: Marked with EDIT

  4. #4
    Player
    AmiableApkallu's Avatar
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    Tatanpa Nononpa
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    Zalera
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    Scholar Lv 100
    Quote Originally Posted by Renathras View Post
    *snip*
    My two cents: If you want healers to engage more meaningfully with the healing portion of their toolkits, the first thing that needs to change is encounter design, i.e., the reason healers have those buttons in the first place.

    The best, most practical suggestions I've seen so far for increasing outgoing damage from mobs and bosses are:
    • Let auto attacks crit again.
    • Let auto attacks continue through casts.
    • Randomize who gets hit by auto attacks.

    I gather that some or all of these used to be aspects of game play before I started playing. Regardless, unpredictability would keep healers from falling asleep while waiting for the next scripted raid wide or tank buster.
    (2)

  5. #5
    Player
    flowerfairy's Avatar
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    Agnes Nimue
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    Midgardsormr
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    Quote Originally Posted by Renathras View Post
    snip
    I agree with this. Tetra is such a boring ability because lilies do the same exact thing and is a far more engaging system. It could be removed and WHM would fundamentally not change at all (it would actually be better since you'll have to deal with the consequences of improperly spending lilies). Same with Aquaveil, Exaltation, Krasis, etc. Buttons for the sake of being buttons.

    The fact is, healers press far more than 1/2 buttons NOW. Just the community has decided if they aren't GCDs, they don't count. So if healing was shifted to GCDs and oGCD heals were emergency/panic buttons (as they arguably should be), that would already fix the complaints...

    ...or reveal them as (some people) complaining because they want to DPS instead of heal and don't REALLY want to have to press more buttons if it means more healing buttons...
    People aren't complaining about wanting to do DPS instead of healing. The issue is that when there's nothing to heal, you have 1 button to spam and 1 button to press every 30s. It's boring.

    The only thing you've said before that I disagree with is that you want 1 healer sacrificed to be that mind-numbing 1 nuke 1 DoT job. BLM's core rotation is not the difficult part of playing BLM. RDM's core rotation is not difficult at all. Old SMN/SCH's core rotation can be considered slightly more difficult than the others but it still gave a lot of leeway. These design philosophies of what a caster can do should be applied to all healers because they're casters too. All tanks have a unique damage rotation that makes you have to think a bit, even WAR, so I don't really know why a healer should be kept like this.

    Quote Originally Posted by AmiableApkallu View Post
    snip
    Auto attacks becoming unpredictable would be a nice surprise, but the mechanics of every fight will still be following a strict schedule, so the abundance of oGCDS we have will still be overkill, at best slightly less overkill than what we have now.

    My problem with unpredictable damage is that this design can only apply to future fights. If we adjust the next endgame fights to better fit healer kit design today, it'll still leave the entirety of ShB and half of EW to be snoozefests. I think it's more feasible that, instead of adjusting fight design to current healer design, we adjust healer design to current fight design. And even then, I think that a healer with a fleshed-out DPS rotation and less oGCDs will play far more engaging than current healers in an unpredictable boss fight.
    (5)

  6. #6
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    Quote Originally Posted by flowerfairy View Post
    quoting
    My thing is we shouldn't have a ton of buttons that do EXACTLY the same thing. WHM is the simplest example. SB Lilies were glorified Freecure, so we'll ignore them. ShB Lilies were originally a "when you need to cast Cure 2/Medica 1 but can't because you need to move" tool. That is, SEMI-emergency buttons that were up frequently, but not all the time. In a way, it was a kind of shared oGCD system. Like imagine if Whispering Dawn and Indominability shared a CD or something, so you have the option of using either but either you use locks out the other for their shared CD. (I'm not sure of a good EXAMPLE of this in healers; WAR has a single target and aoe attack that are oGCDs but share a CD). This way, they're limited resources AND a choice. I think that was the original design for Lilies, not the EW "damage neutral instant cast healing movement tool to get Misery into a burst window" that they've become today.

    But regardless, the issue is, they do the exact same thing as a GCD heal, Medica 1 and Cure 2 respectively. To make matters worse, Tetra is yet another Cure 2. Assize WOULD be another Medica 1, but for the damage.

    SCH/SGE have a similar issue with Lustrate/-cholethatIcan'tremember (Durochole?) that are just a quick heal roughly comparable to a Cure 2 with no CD. These two spells that exist, and in theory are useful, but are seldom used because of other tools that match or exceed them. Excog and Taurochole have CDs, but they're still up frequently, so many times you might use their "lesser" version, you use them instead. And in emergencies, Adlo/Eu Diagnosis are more powerful single target heals anyway. And Ixochole is basically a non-Eu Prognosis (SCH doesn't exactly have an equivalent, though)

    The point I'm making is, these special abilities are cool when they aren't already covered by the GCD kit. If they are, they just replace the GCD tools. Aquaveil doesn't replace anything because WHM doesn't have a GCD that does the same thing. Tetra DOES replace something (Cure 2) because it does basically the exact same thing. Solace and Rapture replace Cure 2 and Medica 1 because, again, they do the exact same things. Imagine if Rapture was Medica 2 and Solace was Cure 2 + Regen. (and remove Tetra and make Medica 2 what Cure 3 is). Now you have Medica 2(Cure 3) for large stacked heals, Medica 1 for spread party heals, Rapture for spread heals with a Regen tick (so for big damage you use this into Medica 1/2[Cure 3] spam), and for single target, have Cure 1 and Cure 2 for spot healing while you have Solace for spot healing + extra (from the Regen tick) which also would go a long way to making WHM have a niche as a Regen healer.

    EDIT (for space):

    Now each button feels distinct, burning Lilies to generate Misery isn't so bad if people are overhealed because the HoT is at least useful on the Tank if nothing else, and each of those buttons has a place/use in the kit based on the situation at hand.

    Another problem is when different healers have identical things. AST and WHM have an essentially identical GCD kit other than WHM having Cure 3 and Lilies TECHNICALLY being GCDs, just AST's cost less MP. Imagine if WHM's were stronger but more expensive OR faster casts. Just something to make them...not identical. Same with SCH and SGE who have a NEARLY 1-to-1 for their AF abilities.

    .

    Summary is: I think it'd be nice of the oGCDs actually did more unique things and didn't step all over the toes of the GCD heals by being "the same, but better without a DPS loss", which makes them the go-to tools. Either oGCDs need to be distinct from GCD heals OR they need to have longer CDs so they aren't the go-to tools as much.

    .

    Oh, and as for the "one healer sacrificed" - I guess my thinking is, I don't consider it a "sacrifice". Many people WANT that playstyle. We have 4 healers, so I feel they all SHOULD play differently. Like I tri-main WHM, SCH, and SGE, and their DPS kits are MORE OR LESS identical. I also dual secondary (since it's my secondary preferred role) WAR and GNB. I also HAVE PLD at 90 and did have it as my tank in SB. It's so refreshing that when I play WAR or GNB, they both feel distinct. WAR doesn't feel any more complex to my brain than the healer kits do (I'm not optimizing it nearly as much as I try on my healers just because I understand the healer kits better from more hours on them), but it's pretty straightforward and gets pretty good results from dumping all your CDs in burst and otherwise pooling stuff while occasionally hitting an upkeep buff. Honestly, I'd be happy if the upkeep buff were removed, but people already say it's "braindead" (no Job in this game is, no matter the hyperbole). GNB, on the other hand, is way more rigid, and painful on fights like Ex4 where she kind of likes to make you disengage/run away from her every 30 sec +/- a few, making keeping Goring Blade's CD rolling an absolute pain in the Chocobutt. But some people love THAT. PLD is also rigid, but also has a lot of weird nuance (where you leave an Atonement off to keep the rotation lined up, for example) and that weird cursed FoF -18 second opener business.

    But the point is, they're all DIFFERENT. I've only dabbled in DRK ("leveling" it some as a side project but only at 35 at the moment), but apparently it plays vaguely like WAR with a lot more oGCDs (gated by MP, not CDs) during its burst phases, making it kind of straddle between WAR and GNB's playstyles.

    Four Tanks. Four completely different rotations and playstyles. And there's still an "easy" one - again, I'd prefer it a SMIDGE easier (just because I hate "upkeep" things in general as a mechanic, be they self-buffs or DoTs) - but they still get to be different so players can pick a different one that appeals to them.

    With healers, most of the "different that appeals to you" right now is just based on aesthetics and whether you like more mitigation in your toolkit or not, and for AST, if you like getting carpel tunnel syndrome. I don't think having one healer with the present damage kits (which by comparison are about even in structure to WoW's Holy Priest or Resto Shaman using Balance subspec instead of Feral) is a bad thing. I just think having all four have it is silly.

    And I think it would go over better with the community and Dev team if one (probably WHM) was left with the damage kit of today. UNLESS we just dump the heck out of oGCDs and make all healing GCD again like HW/ARR with relatively low damage. If that was the case, a second DoT like back then wouldn't be horrible, I guess? But I think if one was left as it is today in terms of simple damage kit, it would be way more palatable for the community as a whole who DON'T come to the forums and actually like healers today.
    (0)
    Last edited by Renathras; 09-26-2022 at 12:26 PM. Reason: Marked with EDIT; for space

  7. #7
    Player
    flowerfairy's Avatar
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    Agnes Nimue
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    Midgardsormr
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    Scholar Lv 100
    Quote Originally Posted by Renathras View Post
    snip
    I consider the base GCD heals to be unique from lilies because it eats up your MP instead of a 3-charge gauge. Of course, you don't want to be using base heals in the first place if you have lilies, but the secondary usage of lilies is movement. I think it's nice to be able to use base heals so you can save lilies incase a mechanic is coming up where you'll need to spend your lilies.

    Tetra is an uninspiring ability to me because its only limitation is a 60s cooldown. Aquaveil is okay I guess, but it’s weak compared to Collective Unconsciousness. It’s definitely an ability that was only made because the devs didn’t know what else to do for WHM (or for any healers…) and didn’t want the only new thing to be Bell. I’d rather it be removed and Temperance drops down to 90s CD and its 10% damage reduction gets moved to Confession.

    I agree that there needs to be a regen lily spell, but I’d rather it be its own spell. Something that’s weak in base potency but adds up to be a really strong regen. So you’ll have Rapture for burst healing and the new lily spell’s weak initial heal that adds up to overshadow Rapture. Solace doesn't need a regen effect.
    (0)

  8. #8
    Player
    flowerfairy's Avatar
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    Agnes Nimue
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    Midgardsormr
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    Oh, and as for the "one healer sacrificed" - I guess my thinking is, I don't consider it a "sacrifice". Many people WANT that playstyle.
    I wonder, why exactly do people like this sort of gameplay? Because it’s simple? Maybe some sort of thinking like “I have less to worry about for damage, so I can focus on healing!”

    No job in the game is excused from not having to deal damage. As such, I think that every job MUST have an engaging rotation, whether it’s simple or complex. Players must be taught the weight of doing something right or wrong.

    What exactly does Glare and Dia teach players about dealing damage? What is there to pay attention to other than a 30s DoT? What does a new player get punished by if they keep overcapping the lily gauge? Nothing, nothing, nothing.

    Take a look at this kit for WHM I made up:
    • Stone III - 2s GCD. Charges bar by 10%. Every 3 casts, proc empowered Stone IV.
    • Stone IV - 2s GCD. Charges bar by 5%. When proc’d, instant cast and charges bar by 10%.
    • Water III - 1.5s GCD. Charges bar by 5%. In Water III mode, charge bar by 10%. 30% chance to proc Water IV mode.
    • Water IV - 1.5s GCD. Charges bar by 5%. In Water IV mode, charge bar by 10%. 30% chance to proc Water III mode.
    • Enlight - Expends bar, dealing max potency at 100%. Switches bar to opposite element.

    The core rotation: (S3 > S3 > S3 > S4) x 3 > Enlight > W3 > (W3 or W4 depending on mode) x 9 > Enlight > repeat. Spells used in its proper phase deal bonus damage. Casting Stone spells in Water phase or vice versus drops the bar. Heals and Misery do not interrupt the S3 combo, and you automatically enter W3 mode in Water phase. Let's forget about Aero II and III for the moment.

    This is a simple rotation with a predictable Stone phase and procs to pay attention to in Water phase. There is a GOOD way to do the rotation, a BAD way to do it, and a BEST way to do it. This is also why I want a regen lily spell to be separated from Solace and Rapture. You need to be able to choose the correct spell for the correct moment.

    We can even add a reward to this:

    Enlight - additional effect: When used at 80% Earth bar, grant 1 lily. When used at 80% Water bar, grant Freecure.

    Now you’re rewarded for doing your rotation correctly. “But wait, what if you’re already full on lilies! You’ll have to spend one before pressing Enlight!” Yes, you will have to watch your lily gauge before casting Enlight. Or, you don’t have to. The damage you’ll gain is miniscule anyways. This is what optimization should be about.

    This kit is easy to understand and yet forces you to pay attention to deal the most amount of damage. It STRESSES you, and that’s good. Games need to stress players. Platformers, RPGs, fighters, etc. FFXIV should be no different.

    There’s nothing wrong with an easy class, but Glarespam is beyond easy. It fails to teach you what a caster should be about, and fails to challenge players.
    (2)

  9. #9
    Player
    Renathras's Avatar
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    Ren Thras
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    Famfrit
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    White Mage Lv 100
    Quote Originally Posted by flowerfairy View Post
    Quotes
    To the first: I consider things by their effects. IF MP MANAGEMENT WAS an issue in this game, then MP cost would be a valid consideration. But it isn't, and likely won't be again unless/until they do a large revamp of the combat system. If healer MP becomes an issue, then people will have legitimate reasons to not cast Glare/Dia/etc, which the Devs have decided they don't want (granted, they could just make those spells cost no MP, but they likely won't do that, either). Besides which, effect determines use case. For the sake of argument, suppose we had Medica 2 costing 1k MP, 2 sec base cast, 2.5 sec GCD, having a 250 potency cure and a 15 second 100 potency Regen (same as today). Suppose we had Solace as a 2 sec base cast, 2.5 sec GCD, having a 250 potency cure and a 15 second 100 potency Regen. Suppose we had some kind of CD that also consumed 2 seconds of the GCD window somehow, and likewise had the same stats.

    In practice, they'd all fill exactly the same use, which is amazingly boring imo because the distinction is just based on resource cost, and MP is never a limiting resource unless you're chain casting Raise.

    In live, you use Lilies over MP costing GCDs because they're instant cast and refund the lost damage of a foregone Glare, not because their MP cost is 0 instead of 1,000. If Medica 2 (or even 1) generated a Blood Lily and was instant cast, people would probably use those spells somewhat frequently as well. And you don't always use Lilies for movement (that's an additional use case that just makes Medicas even more irrelevant). If, on the other hand, they had distinct effects, then it would make use to have both in your toolkit. As it is in the game right now, there's legitimately no reason for Medica 1 to exist after around level 50. Lower level content generally doesn't require chain casting AOE heals, and the first fight I remember NEEDING to do this was Niddy, which is during a stack mechanic where you have Cure 3 and use it instead.

    I dunno, I may not be wording it well, but I consider the effect of spells as the deciding factor, generally. That Lilies cost no MP isn't relevant in my deciding to use one, but that they are instant and damage neutral is. PERSONALLY I'd like to see them as Regens (in whole or part) and Lilies turned more into a system you use frequently to provide continuous healing over time, but that's apparently just me.

    EDIT (for space):

    sacrificed
    Consider that a lot of people play MMOs. A lot of TYPES of people play MMOs. And apparently, one type of Human is the type that likes to help others but not necessarily harm others. For example, doctors in our world do not often carry guns and shoot people. You can argue ones in war do, but it's more ones in war CAN, some genuinely choose not to (e.g. Hacksaw Ridge). These players that don't like dealing damage/harm but DO enjoy aiding friends and allies tend to pick the role called "healer".

    If you'd like to posit a guess as to why they pick such a role instead of the one called "damage dealer", I think it might be instructive for you to consider such a question.

    It's not a matter of being "excused", it's that they shouldn't HAVE to.

    But, given that in FFXIV it's become accepted that they must, then the solution is to have as unimposing and, more importantly, unOBTRUSIVE a piece of that as possible. Again, these people are picking the role called "healer", not the role called "damage dealer". I'm not trying to belabor the point or rub anyone's nose in it, but there are Jobs that fall under the role called "damage dealer" (quite a few of them), and these people are actively choosing NOT to pick one of the Jobs under that role. No one picking "healer" at level 1 is thinking they are picking a damage dealer, just as no one taking classes as a nurse thinks they're entering the police academy.

    I'm not trying to insult anyone's intelligence or anything (honestly, I'm really not), I'm just saying more that I'm genuinely confused when people ask this question. As if it's never occurred that one might pick a "healer" role because they DON'T enjoy damage dealing, DON'T find it engaging or interesting gameplay, and DON'T want any more mental effort or practice devoted to this thing that they dislike.

    To them, a two button damage "rotation" is ideal (less ideal than no damage at all, of course, but more ideal than anything more advanced) as it means they have to devote as little thought to the thing they dislike as possible while being able to focus on the things they do like. To use the example above, suppose at nursing school everyone was required to take marksmanship courses and carry a gun, including those that are averse to violence in general, may hate guns, and are pacifists. If they were given the option of one degree plan that only required one semester of firearm training vs the "standard" course that required one each semester (eight total), many nursing students would likely opt for the degree plan that only required the 1 rather than the 8, so they could minimize their interaction with the thing(s) they dislike and focus more on the thing(s) they like that drew them to nursing and that they personally deem more important and worthy of their mental energies and study.

    .

    HOWEVER:

    As I've noted before, this isn't true of everyone.

    There are many people/healers that the above fits to a T. There are some that it fits to a lower-case-t. Maybe they don't like damage dealing and would prefer buffing as their support/filler gameplay, but for whom the above fits close enough.

    But there are ALSO many people who that does not fit.

    Ergo, my base argument:

    We have 4 healers; make 4 playstyles so everyone has one that appeals to them.

    .

    I guess my bigger question is why people wanting to change healers feel the need to FORCE them all to and for none to be approachable to players that don't like damage dealing, and, in fact, chose the role called healer explicitly to avoid it as much as possible.

    I've been given a number of answers, but none are really satisfying. One is from people that want the more damage focused gameplay, but want to play WHM SPECIFICALLY. But when asked if they'd allow a different healer to remain simple, they often refuse that, too (because of course they ALSO want to play that one, I guess?), which comes across as somewhat unreasonable.

    Another answer is "everyone deals damage in this game", but that's unsatisfactory as well - no one is saying to strip all damage spells from any healers, and one does not need more than even a single button to deal damage, so one retaining Glare/Dia/Misery isn't violating the "must do damage" rule.

    Another is that it shouldn't be "too easy", but that's also not acceptable - difficulty is highly subjective at the best of times, but the Devs have clearly decided that is not "too" easy, as has the player base as a whole. And games SHOULD be accessible, meaning there isn't such a thing as "too easy" anyway.

    Another is the belief that those players who enjoy current gameplay REALLY don't and would like it if they were forced to change and just "gave it a chance". But the thing is, if we did that with 3 of our 4 healers, they would already have that option (and most healer players DO dabble in more than one as it is), so there's no reason to force them. Further, "force" should never even be involved in the first place. Finally, because they may NOT like it, and if all 4 were changed, they wouldn't have the option to decline. It's kind of like a friend who insists you'd like their special peanut butter and pickle sandwich if only you tried it...and then refuse to eat or spend time with you unless you try one. And if you don't like it, tough, because they've replaced all meals in your home and city/etc with variations of peanut butter and pickles and if you don't, in fact, like it, too bad for you.

    You mention it "fails to challenge players", but what is "challenge"? I've healed Ex4. That's pretty challenging at some parts of it. What should "a caster...be about"? And remember we're not talking about the CASTER role here, we're talking about the HEALER role here: We have three Jobs in the Caster role, which are BLM, SMN, and RDM, none of which have to juggle healing (sit DOWN Vercure spamming RDM!!) alongside their damage rotation.

    You say it stresses people and that's GOOD? Many people play games to relax and chill, even when doing challenging content with friends. STRESS is not considered good. And, again, we have THREE OTHER JOBS they can get stressed out on if they wished to do so, why should all four be that way?

    .

    I guess my issue here is you ask a question - why would people not want what you're offering? - and you explain your reasoning - because people should be stressed out and having heart attacks whenever playing videogames because that's what you enjoy and you think everyone should (I embellish, but you get the point). Your reasoning is based on what you think games SHOULD be, but we're already talking about you getting that in 3 other cases. Meaning you can get on SCH, AST, or SGE and enjoy that style of gameplay experience yourself.

    But...not everyone enjoys that.

    And if you have your way, there will be no place in the game for them. If 50% of healers quit, is that a positive thing?

    Not for the game, nor for the community, one would think.

    And if you're getting 3 out of 4 things you want, why must you get all 4 - even if it means robbing people of 4 out of 4 things that they want - to be satisfied?

    .

    Personally, I DO like the rotation you mentioned above.

    I think that would be a great system...for Sage. I've said myself a number of times SGE should have a damage rotation akin to RDM's caster phase (ignoring the melee piece) and leverage Kardia to do the lion's share of their healing, while having their GCD heals and their oGCD mitigation abilities to patch up for rotational errors or things Kardia healing isn't sufficient for. Instead of making Kardia Eos by another name, to actually make it a healing tool in truth.

    SGE heals by dealing damage, and it would be neat to me if their damage rotation was more engaging and if doing it correctly meant less reliance on other healing tools. They still have GCDs as backup in cases they DIDN'T do it correctly, but imagine the system you outlined above just changing Lilies for Addersgall and where Enlight (or the equivalent of it) also generated a Addersting stack or something. Now a good SGE is rewarded for doing their rotation by more oGCD heals they can use as well as more GCD damage they can employ, and a SGE that isn't as good at their rotation has their natural AG timer and GCD heals to rely on instead. Meanwhile, WHM is left alone for the people that don't want to deal with any of that.

    Everyone wins. Well, everyone except the people that demand they must have everything and everyone else must enjoy the game as they do.

    .

    I recognize some of this sounds like a negative/insult, but I'm trying to explain it as simply and honestly as I can.

    If we changed up the 3 healers but left WHM alone, I would mostly use WHM. When I felt like it, I might use SGE with the above rotation. I would probably drop SCH because I absolutely hate DoTs and the button bloat on that Job already borderline gives me a headache (note I didn't address this above, but unless we pruned a LOT of abilities, the button bloat of adding 5 damage spells to the SIMPLE healer, and presumably more to the others, would explode hotbars)

    The best option, imo, is to make SCH, AST, and SGE fill different design spaces, and WHM can be left both for those who like it and as the base/anchor point. This would get the least pushback as anyone who DOES like healing today could shift to WHM (and it would easily be the most played healer at that point, since I'd wager that's more of the playerbase), and the others exist to offer varied playstyles for people that want to engage with them.

    To me, the question shouldn't be "Why would people who chose to play healers not want involved DPS rotations?"

    The question COULD be "Why would people who want involved DPS rotations play the healer role instead of damage dealer, which already has DNC, RDM, and SMN capable of throwing out healing, or the tank role of PLD for that matter?"

    But those aren't good questions.

    The question we SHOULD ask is:

    "If there's an approach that gives everyone something they want and can enjoy, why should we not use that instead?"

    .

    I've tried peanut butter and pickles - believe me, my friend that loves them wouldn't quit until I did.

    I did not, in fact, find the combination all that enjoyable and have avoided partaking ever since.

    .

    EDIT2:

    Quote Originally Posted by T-Owl View Post
    The issue is that even with better dps toolkits, removing healing ogcds, without replacing them with offensive ones, would just end up slowing the role further down.



    No. Every healer who even touches cure 1 would even under this system be subpar and it would basically only remove the single remaining challenge of healers, to map their ogcds correctly to keep their dps rolling, without adding anything else as long as it doesn't come with proper dps rotations. Not to forget that gcd heals in this game are even more boring than the single glare spam. That one at least looks pretty.
    Wait, I'm a bit confused here. I'm told all the time SB and further back was amazing healer gameplay. In SB, WHM functioned almost exactly as today (I know, I was there) with one key difference: They didn't have Lilies (well, they did, but they were glorified Freecure), and Misery was called Aero 3 and was cool to look at but much less powerful and couldn't be used while moving. Yes, their DoTs had to be cast more often, but so did their GCD heals. And you seem to believe casting other spells more often doesn't make more interesting gameplay, so if casting Medica more often isn't interesting gameplay, casting Aero 2 more often can't be, either, now can it?

    And to be hoenst, this hatred towards optimization focussed healers who want to contribute as much as possible to the party sounds like envy towards people who are just better at playing this game and who you know are contributing more towards the party and are more popular with randoms and statics alike than "I just want to heal and spread love and peace uWu" healers.
    Wow, this is an amazing bit of...I'm not even going to say what it is.

    No one hates optimization focused healers, and people aren't at all envious towards them. If anything, it sounds like the optimization focused folks are envious towards the ones that just enjoy the game and have fun and want to make those people as miserable as they are. Your comment reeks of the outdated elitist viewpoint that you stand on top of the bank in Orgrimmar with full Tier 3 and everyone and their grandmother (who also plays WoW) is involuntarily forced by their rapidly beating heart to stop and stare and bask in the aura of your awesomeness knowing that you're better than them, so MUCH better than them, and you're the talk of the server as you single-handedly carry your 40 man raid to clears and everyone basks in how amazing you are with your skill and contribution to the server and party. Every woman wants to date you and every man wants to be you, and so on and so forth.

    It's so 2005.

    People who oppose people like you do so because they don't enjoy the same gameplay you do.

    There's no hate except on your part looking down your nose at them.
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    Last edited by Renathras; 09-26-2022 at 09:35 PM. Reason: Marked with EDIT; for space

  10. #10
    Player
    AmiableApkallu's Avatar
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    Tatanpa Nononpa
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    Zalera
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    Scholar Lv 100
    Quote Originally Posted by flowerfairy View Post
    No job in the game is excused from not having to deal damage. As such, I think that every job MUST have an engaging rotation, whether it’s simple or complex. Players must be taught the weight of doing something right or wrong.
    Fair enough. But I'm going to assert that aside from BLM, and maybe RDM, there's not single job with a rotation that teaches you the "weight of doing something right or wrong."

    I've leveled up every DPS job. I know I've played them non-optimally (hit combos, build resource, mash everything else on cooldown or when it lights up); I've likely even played some of them outright badly. Between cast times and resource management, BLM is the only one where I've found myself in a definite fail states (Enochian dropped, at zero MP but can't get myself into Umbral Ice without MP…).

    Merely doing less damage than optimal doesn't teach you anything in a game that doesn't quantify your DPS for you and where "real" DPS checks are limited to certain content.
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