It's been this way for almost 10 years. Why is it suddenly a big issue this tier?
It's been this way for almost 10 years. Why is it suddenly a big issue this tier?
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Because there’s a PF healer drought. Whether it be increased healing and mitigation demands or people are tired of healing or what not PFs are not getting filled out and always missing healers.
This was brought Up in Q&A of the 14 hour stream and
YoshiP responds “then play healer yourselves.”
Players “with what gear, we’re already half way invested into our main roles. We can’t afford to swap to another role mid tier.”
TLDR
PF needs healers. YoshiP tells players to go heal. Players are willing to heal but can not justify getting healing gear mid tier because of the gear and time gate system.
Last edited by Elizasylen; 10-22-2022 at 04:35 AM.
Just another example that shows how disconnected yoshi-p is. the problem with healers isnt gear it's game play..Because there’s a PF healer drought. Whether it be increased healing and mitigation demands or people are tired of healing or what not PFs are not getting filled out and always missing healers.
This was brought Up in Q&A of the 14 hour stream and
YoshiP responds “then play healer yourselves.”
Players “with what gear, we’re already half way invested into our main roles. We can’t afford to swap to another role mid tier.”
TLDR
PF needs healers. YoshiP tells players to go heal. Players are willing to heal but can not justify getting healing gear mid tier because of the gear and time gate system.
if they reverted healers back to storm blood i'd wager a solid amount of those healer slots would fill up fast because stormblood healers were actually fun to play..
unifying the right side gear though is a terrible idea that just pushes further down the homogenization path and at that point they should just scrap the right side entirely...
as for PF the issue there i think is just power creep. the power disparity between just 10 ilevels ie 610 and 620 is pretty huge .. I do think if the gap between ilevels was closer then playing off classes at i610 would not be seen as such a huge issue..
Last edited by Dzian; 10-22-2022 at 05:31 PM.
Aye, but...
that is just as disconnected.unifying the right side gear though is a terrible idea that just pushes further down the homogenization path and at that point they should just scrap the right side entirely...
- There is nothing "homogenizing" about less grind just to be more able to play alts without holding your team back.
- There is nothing "homogenizing" about being able to use the secondary stats of your choice rather than being forced into just the two available to your gear class.
- There is nothing "homogenizing" about increased freedom to play what you want to play whenever you want instead of being obliged by all drops to invest towards a specific gear class.
____________
By all means, decrease homogenization. Revert the AoE standardization. Bring back stuff like mobs with physical-only damage barriers that are stunned after the barrier is popped, casting two options by which to deal with them. Perhaps give us actual distinctions between weapon types instead of just the "all the same, but by different names and therefore different debuffs" BS. Give us unique effects on certain gear. Give us some actually interesting Materia and/or secondary stats. Slightly increase the flexibility and parity of different rotational styles so that one can play competitively in a greater variety of ways per job.
But none of that would ever cause freedom to play alts in a game that features as a chief selling point the freedom to play any job on any character... to be a matter of "homogenization". You already met the requirements / beat the challenge to get the pieces for your main. Anything beyond that is just taxing multi-jobbers in the hopes that the "all jobs on one character" will salvage via Extremes what it makes self-contradictory in time-gated path to gear (since you cannot simultaneously gear via weekly currency or raid drops multiple gear classes on the same character).
Last edited by Shurrikhan; 10-22-2022 at 05:55 PM.
Feel like other half of the story is how frustrating it is to play healer in savage, let alone PF. You spend a lot of time perfecting a rythym with your own group and co-heal that lets you actually PLAY your support dps how Yoshi P designed it to be. But that all falls apart the moment you step into PF with terrible attitudes of the eternally blameless players, c-heals who secretly hope you carry the heals and whatever syngery you can honestly even pull out of a group of complete randoms. I'm struggling to believe there's a large group of people who would jump at the chance to go heal PF savage for no reason. Honestly gear gating is only the half of it.Because there’s a PF healer drought. Whether it be increased healing and mitigation demands or people are tired of healing or what not PFs are not getting filled out and always missing healers.
This was brought Up in Q&A of the 14 hour stream and
YoshiP responds “then play healer yourselves.”
Players “with what gear, we’re already half way invested into our main roles. We can’t afford to swap to another role mid tier.”
TLDR
PF needs healers. YoshiP tells players to go heal. Players are willing to heal but can not justify getting healing gear mid tier because of the gear and time gate system.
Last edited by Dreamsoap; 10-23-2022 at 04:48 AM.
Yes that is a part of it and really supports why healers do need every little bit of gear they can get. Not saying that you can actually heal through bad playing but every little bit helps. I also think it's better to try to play and learn healer than wait forever in PF for the healer that will never show up. There are many problems yes, I'm just trying to come up with solutions.Feel like other half of the story is how frustrating it is to play healer in savage, let alone PF. You spend a lot of time perfecting a rythym with your own group and co-heal that lets you actually PLAY your support dps how Yoshi P designed it to be. But that all falls apart the moment you step into PF with terrible attitudes of the eternally blameless players, c-heals who secretly hope you carry the heals and whatever syngery you can honestly even pull out of a group of complete randoms. I'm struggling to believe there's a large group of people who would jump at the chance to go heal PF savage for no reason. Honestly gear gating is only the half of it.
This has been an issue since Heavensward. People are making a bigger deal due to the job shortage in PF (Range in Asphodelos; Healers in Abyssos) and because there are nineteen jobs now. In general, people are just fed up of a system which progresses at a glacier's pace and makes the whole alt swapping concept this game loves to advertise less engaging.
With all that said, the OP's idea goes too far in the opposite direction. Essentially removing accessories entirely makes the first fight worthless. There simply wouldn't be enough of a gear spread to cover four fights. Not to mention, this would actually cause a direct nerf to tanks and healers as your Earring example always gives them their "role specific" state: i.e., Tenacity and Piety. Two substats neither role wants. Furthermore, SE is unlikely to make this big of a change to the gearing structure. We have to think smaller scale to get them to even consider a change. A good start is adding gear to Criterion (EX or Savage versions) and unlocking the Savage tier earlier. Getting the tome cap to increase is probably the biggest hurtle.
Even putting aside how all the crafting changes from late Stormblood into Shadowbringers has ruined crafting on the whole. Pentamelding isn't "prohibitively expensive" unless you do almost nothing. This game barfs materia at you left and right. Dedicate some time to hunt trains and you'll cover everything you need for a whole set without spending a cent. If you're still struggling with gil, slap some VII and VIIIs in there. They're usually 500-600 gil a pop. You'll be perfectly fine blowing those up.Devil's advocate. Maybe it is cheaper than it ever has been. But the economy is so screwed and so saturated right now that making money is widely considered harder than it ever has been.. especially with so many crofters and market board bots and stuff going on so relatively speaking it's probably more expensive than it ever has been.
That or it requires a massive amount of hours of grind.
Last edited by ForteNightshade; 10-23-2022 at 07:30 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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