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  1. #171
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,645
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    Also what Reinha said: I agree. The issue is, I think the problem is encounter design needing to be addressed and healers needing to have FAR FEWER oGCD heals. oGCD heals should be emergency tools, not mainstays.
    I haven't really brought it up, but I do think our access to OGCD healing is excessive across the healers. WHM not as much... all you really have are Asylum and Tetra that are consistently reliable, and maybe occasionally Assize if it lines up with a raidwide or if you know your Assize will be coming off CD in a few moments. Benediction and Lilybell are too long of cooldowns to really rely on them as main healing tools, which does make them fall more in line with them being... I wouldn't say emergency tools, but more specific types of healing designed to solve specific types of problems, which I think is better than straight up emergency tools on the OGCD anyway.

    That said, how much you can address encounter design is limited. It's not particularly realistic to think about completely reworking how encounters are designed to try and flip the dynamic between healing and DPS. It wouldn't fly well with the community most likely, and it wouldn't really address all of the pre-existing content in this game. That said, I think we should push the envelope further like how savage is. If given time, the more midcore and under healers attempting savage that are struggling will improve, and I'd like to see damage be a little more frequent in casual content. I really don't want to see more Smiletons in the future.

    On another note, I wanna outline more of my WHM ideas like with my AST doc. Honestly, theorycrafting game design elements in general is fun for me, so maybe I'll see where that takes me.
    (7)

  2. #172
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    I haven't really brought it up,...
    Agree with too much/many oGCDs. Said it before, and doubt this'll be the last time I say it, either.

    You have said more than once changing encounter design is something they can't do, but they've already done it. ARR to HW to SB were pretty consistent strings of changes, and encounters changed from SB to ShB, too. Honestly, other than ShB to EW, encounter design has changed every expansion. It would probably be impossible to heal current content (and meet Enrages) using the Healer HW kits. Think about how much less oGCD healing SCH had back then. Compare some of the Alexander fights. When was the last time you had a fight where you ran around as a gorilla?

    So it absolutely can change, as it has almost every expansion to date.

    I also find it hard to believe they could do anything with encounter designs that would fly worse with the community than what's going on right now. Just about everyone seems upset with this tier. The hardcore, the midcore; the dps healers, the healy healers; half the tanks, double caster comps, MCHs players - I'm not sure that them changing encounter design would make things much worse. I'm not saying it CAN'T be worse, mind you, just that we're already in kind of an icky place.

    .

    As an aside:

    Suppose you could make a new Healer Job, Geomancer as a healer. Design it basically as you would your idealized White Mage, but without Holy elemental attacks. That is, it sticking to Earth/Wind/Air, possibly some melee abilities, whatever you feel like.

    How would you do it? What would you come up with for that?
    (0)

  3. #173
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    Yeah, but you're missing the bigger problem: If all the healers are like that, people will try any of them, be overwhelmed and unable to heal, unsatisfied with the results, and just quit.
    which is why i'm saying make the healing simple and intuitive, and add depth to the dps side of things, so people can ease themselves into doing more and more damage as they get more comfortable with the fight/their healing kit. aside from that, we're already looking at a healer shortage at times in PF because of this tier's early 'not very geared yet' healing requirements, and i think at least part of the reason for that shortage is that some 'fair weather' healer mains who got used to how last tier was, swaggered into P5S thinking it'd be a cakewalk and promptly got slapped down because it turns out, week 1 raids kinda slap sometimes.

    Quote Originally Posted by Renathras View Post
    I've already said if you guys had your way, I'd probably quit healing. And given how many of you think the Sylphie is prevalent in this game, you would have to agree lots of people would quit healing. If more quit than take up the mantle in their stead, that's a bad thing, not a good thing. Especially since we have a ready alternative that accommodates everyone and would swell the total ranks of healers, not shrink or shift them. And while you might believe more WOULD take up the mantle, we've seen the mass healer shortage caused by just making healing a smidge more complex.
    'the raidwides have a bleed too' doesnt make healing more 'complex' it just means we have to heal a bit more while we are undergeared. i cannot stress that last part enough. once people are in BIS again, we're going to be right back to being able to deal with things without relying on our GCDs. Already me and a cohealing sage can ignore the raidwides in P7S entirely because of lilybell and panhaima alternation, whereas it'd take maybe a bonus medica2 for safety back in week 1. Natural Alignment asked a regen AND medica2 to stabilise the purple gamers, now it only needs medica2. again, raising healing required is not the solution for two reasons, first, gear undoes the change as mentioned above, and as proved by every raid tier going back to Creator. second, as you seem to be agreeing yourself, unless im misunderstanding, raising healing requirements makes some healers quit, either because it's now suddenly too much effort, or because they cant keep up. if it's too much effort, well that's RIP, but if it's because they cant keep up, i would posit that the idea of coddling them and trying to cater to that lower skill level by 'making healing less stressful' just makes it MORE stressful when actual healing needs to be done.

    Quote Originally Posted by Renathras View Post
    Imagine the result of doing such a sweeping and all encompassing remake of healers all at once! The results would be orders of magnitude above the healer exodus of 6.2 that birthed this very thread.
    yeh i cant imagine doing such a thing that would be crazy...looks at SHB release

    Quote Originally Posted by Renathras View Post
    Moreover, what's the problem if 60% chose to play the "simple" healer? If they're having fun and everyone's clearing the content, what is the issue? Why does everyone NEED to play the more difficult ones? If that happened, all it would prove is that the playerbase and healer community don't, in fact, like complex healers. But I suspect a good 40-60% would choose the harder ones because they just like them in various ways. WHM would be the most played as the simple one, but it already is today, so that's not a problem.
    first off, you know what, lets do it. lets have a simple healer that is just 'press 1 to apply 30s dot, press 2 to spam nuke for 13 GCDs, repeat'. you know, for the people who enjoy the current design. BUT, lets make it a new healer, and move the current 4 back towards the DPS design of SB. No, im not saying 100% SB, i mean 'WHM now has fluid aura and aero 3 back, but with current lily system', like an actual evolution of the SB design instead of whatever SHB was meant to be. after all, if we're meant to be trying to compromise here, the way it'd work in my mind is that the old fogeys like me who can still hear the sound of Scourge for DRK in our mind, we get back what we had before, and the people who want this new design in some form, get it in some form, just it'd be on a new healer. Heck, Sage could have been it for all i care, but 'a SCH for people who dont know how to play SCH' doesnt really sound good on paper, let alone in practice does it?

    that also doesnt address the simple fact that if one class is the 'idiotproof' class, it's also going to be viewed by the community as 'the idiots play this one' and it's gonna probably be instantly locked out of PFs due to this. we already got meta chasers locking sage out of P8S parties cos 'its shit dmg' when it was, at the time i was told this by a very egotistical SCH main, SIXTY dps behind SCH. This was at 90th percentile too, iirc at 95% at the time, it was a difference of about 80. give PF morons a reason to lock a class out and they're going to jump on it

    Quote Originally Posted by Renathras View Post
    Why is it a problem if people choose and play the simple one and don't desire to "upgrade" to one of the things they don't like and don't enjoy? I'm not trying to be obtuse, but I'm confused why that's a bad thing?
    again as others have said, if you take a simple class you can only play it simply. if you take a class that is simple to get into, but very technical to master if you choose to try to, then you can still play it simply and do 'ok', but there's room for you to grow as a player, should you choose to. and having that room to grow, can often be what keeps people playing the class. again, i can take DRG into the latest extreme and clear, because it's simple enough to get into. but if i wanted to get a 99, id need to learn so many different tips, tricks, adjusted openers and rotations based on fight length and phase durations, potentially shifting things around to better match the fight etc. but again, i can still go in there and just 'wing it' and clear, because it's simple enough to approach.

    but anyway, the other reason we're asking for a little more interactivity on healer is this: why is this rotation considered 'good', but this would be considered 'a horrible dumbing down of the class' (moreso than SHB already mangled it)? it's not the tank's job to do damage, just as much as it isn't the healers, but we do it anyway because we've got nothing else to do in the downtime. so surely it makes sense for the healers to be roughly as complex as the tanks in terms of dps rotation, right? no, 'but you have to focus on healing' is not gonna fly, ive seen too many tanks forget that mitigation exists at all. if we're going to say 'healers get 2 buttons so they can focus on healing' it's only fair we remove all the buttons from tanks except two, and give them 14 different mitigation tools, many of which will be completely surplus to requirements. i'm kidding of course, i dont want tanks to get lobotomised like this, but when you use the logic being applied to one role, and apply it to another, it just doesnt hold up. and again, im not even asking 'can we have tank level complex', im asking for 'a bit lower but approaching tank complex'. WAR might have only 8 buttons or so in it's ST rotation but they have interaction that ties the kit together. Fellcleave makes Infuriate come back faster. The choice between Path and Eye depending on your buff timer. The choice to blow an Onslaught to gapclose vs holding it for raidbuff windows.

    On the topic of WAR though, i recall people starting to feel like it was getting a bit bland, with SHB's IR giving five fellcleaves in a row, plus bigger fellcleave when they infuriated. Turns out, pressing the same button five times in a row for your burst window, is kinda boring, and gets old quickly (even when it is guaranteed to crit). poor WHM meanwhile, our burst window is 'the same button we were already pressing, but now slightly faster due to presence of mind. oh yes, and one misery, as a treat' if 5 fellcleaves in a row started feeling 'stale', what does that make '150 glares in one fight' WHM? substitute 'glare' and 'WHM' for other equivalents as needed

    Quote Originally Posted by Renathras View Post
    As for the Tanks: Take someone that plays only WAR and stick them on PLD. They're going to be gray parsing
    if they are grey on PLD, they're grey on WAR. there's enough fundamentals you learn from one job that carry over through it's role to do at least 'competently' when you swap over, even if you've never touched the job before. personal anecdote, i dont play SCH, like at all. i play SGE because i like panhaima and kerachole sticking to my allies as a buff. despite this, last tier i went into P1S and got a purple without really trying, knowing the class outside of levelling it, etc. enough fundamentals of how 'barrier healing' works translated over from SGE for me to do alright as SCH. The same would likely apply to any purple or above player, swapping from one job in their role to another in that same role. give them like 4 hours at the training dummy and they'll be hitting purples on the new job, just gotta learn the rotation and then it's all muscle memory from there[/QUOTE]

    Quote Originally Posted by Renathras View Post
    What I contest is changing WHM back, since WHM in SB was just horribly bad.
    yeh, we dont want the bad lilies back, which is why, as mentioned above, when people say they want SB healers back, they are referring mainly to the DPS side of things. Aero 3, Combust 1/2 being seperate, Miasma, Miasma2 for movement instead of ruin 2, that kind of stuff.

    Quote Originally Posted by Renathras View Post
    Suppose you could make a new Healer Job, Geomancer as a healer.
    i already did in a thread i made. not my 'idealized WHM', but 'a WHM that can work within the design SE is currently giving us, but with room to grow'. issue is, why would i want to make this GEO concept my 'idealized WHM' when i made the concept FOR WHM in the first place? why would i not just make a different concept for GEO instead? i'm 100% not a fan of 'take away something from a class, then make a new class with that same something', it happened in wow for warlocks losing their meta form, then DH being released, it's happened here with AST losing it's time bending effects like Time Dilation and old Celestial Opposition, WHM losing it's elemental stuff, AST losing Noct Sect only for parts of it to return in SGE's kit. no, my idealized WHM is distinctly a WHM, it ties into the lore of CNJ and WHM, and that's why i labelled the section on the idea pitch 'WHM'.

    as an aside, i personally don't think a GEO would ever be done right in this game, as it'd have to sacrifice too much of what makes GEO a GEO to make it function here. no terrain based attack modification because of the 'ley lines dilemma' and boss mechanics forcing you to certain locations at certain times, so it'd likely end up as a bland, caster-role, earth-wind-water flavoured reskin of BLM or something.
    (8)
    Last edited by ForsakenRoe; 10-04-2022 at 04:08 PM.

  4. #174
    Player
    T-Owl's Avatar
    Join Date
    May 2017
    Posts
    137
    Character
    Tanha Rhidill
    World
    Famfrit
    Main Class
    Sage Lv 90
    I think its also weird the argument for healer dps treats healers get an additional toolkit like it requires a hugh rewamp, when in most cases it would be returning spells that existed in the past or just add offensive spells during leveling for the next expansion. In most cases, it would be just as much as a rewamp as Samurai getting a new flashy iatsu or Ninja getting Chidori is a rewamp to Samurai and Ninjas, it is just gaining something that isn't all about making healing even easier for once.

    Quote Originally Posted by Renathras View Post
    I will stop healing!
    First off, aren't you claiming to be just as skilled as I am the entire time? And to have played a discipline priest? I find this very hard to believe when you would stop healing over having more than one dps spam, a dot every 30 seconds and occassionally an aoe and a single target heal to press in most encounters. Like sorry, healing in most content, especially casal content, is very easy right now, it is by far easier than playing a normal dps rotation, so realistically, increasing the healing requirements would do much more to push off healers than just adding more dps buttons. The baddies will not press them to begin with.
    (5)

  5. #175
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    I'm actually fine with oGCD healing. If we cut most of them and made them emergency tools, gameplay basically devolves into a low apm Glare and Medica II spam. Which is how a lot of healers actually play, so I imagine the demand for cutting oGCD's is simply a desire to make this lazy "playstyle" viable.

    We just need incoming damage to justify our oGCD toolkit and cause us to draw on GCD heals more, as well as something more enjoyable than Glare spam for downtime.
    (9)

  6. #176
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
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    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Liam_Harper View Post
    I'm actually fine with oGCD healing. If we cut most of them and made them emergency tools, gameplay basically devolves into a low apm Glare and Medica II spam. Which is how a lot of healers actually play, so I imagine the demand for cutting oGCD's is simply a desire to make this lazy "playstyle" viable.

    We just need incoming damage to justify our oGCD toolkit and cause us to draw on GCD heals more, as well as something more enjoyable than Glare spam for downtime.
    They would have to redesign the entire game. Every single encounter. Every single dungeon, trial and raid.. The encounters were (are) made with healers constantly doing damage in mind. It would make a lot more sense to give healers a more interesting (not overly complex) dps tool kit. Or at least some of them.
    (2)

  7. #177
    Player
    Hanayumi's Avatar
    Join Date
    Nov 2013
    Posts
    1,225
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    Wouldnt be surprised if devs believe the opposite and end up simplifing healers even more... Hmm, not enough healers, must be because theyre still too much work for players, lets make em easier!!!...
    (6)

  8. #178
    Player
    Dionysius's Avatar
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    Jun 2018
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    212
    Character
    Zeack Crosse
    World
    Masamune
    Main Class
    Red Mage Lv 90
    There wasn't Healer shortages during Asphodelos and Healer shortages this tier only for P8S. Do the math.
    People asked for more stuff to heal and they listened, now no one want to heal lmao.
    (1)

  9. #179
    Player
    T-Owl's Avatar
    Join Date
    May 2017
    Posts
    137
    Character
    Tanha Rhidill
    World
    Famfrit
    Main Class
    Sage Lv 90
    Quote Originally Posted by Dionysius View Post
    There wasn't Healer shortages during Asphodelos and Healer shortages this tier only for P8S. Do the math.
    People asked for more stuff to heal and they listened, now no one want to heal lmao.
    The problem is that when healing requirements suddenly spike, naturally many healers who are not used to it will suddenly be overwhelmed. Thats why the community is actually pretty realistic and asks for more to do during downtimes instead.
    (6)

  10. #180
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by T-Owl View Post
    The problem is that when healing requirements suddenly spike, naturally many healers who are not used to it will suddenly be overwhelmed. Thats why the community is actually pretty realistic and asks for more to do during downtimes instead.
    exactly what we've been saying, adding more healing requirements excludes the less skilled players who will struggle to keep up. adding more dps intricacy during the downtime allows those less skilled players to keep up in terms of 'not causing a wipe due to not healing enough' but they'll just do a little less damage. on the flipside it lets the skilled gamers express their skill. literally noone loses if we add more dps intricacy, but there is plenty of people who stand to lose if we make savage slap like Living Liquid TEA version
    (2)

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