
Originally Posted by
Renathras
You're...I think the problem is, when we both come up with examples, the other person has something completely different in mind with their examples. Like you thought I meant "aesthetics" not "complexity" (despite the discussion being about the latter, I might add) and are confusing the two. It's more like:
WHM is Halo on Easy (when you melee the Grunts in the head with the "Grunt Birthday Party" skull active...), SGE is Titanfall 2 on Normal (best single player sci-fi FPS story campaign ever, imo; man, could you imagine if SGE had a big CD where they board a mech for 20 seconds and go ham?

), SGE is Call of Duty on Heroic (or its equivalent; I don't remember CoD difficulty levels), and AST is Battlefield on Legendary (or...its equivalent; do the Battlefield games even HAVE campaigns??)
You're using the FPS again, and it's still not making sense to me. Well, it is, but it's not the message you're trying to convey, because I'm still reading it as 'Keep one of them really simple and boring to play for anyone with a modicum of skill at the game, with no room for skill expression because that might scare the 'real healer' players, the 'fake healer' dps wannabes have three other healers to pick from'. I don't know if you refer to aesthetics, complexity, curry or what at this point. You've gone round in circles so much about it all I feel like I'm reading Uzumaki. Every time you try to explain your design, it doesn't come off to me as 'better' or 'more inclusive', because it doesn't even come off as 'functional'. I'm sure you can say the same about mine, but that doesn't make either of us 'more right' or 'less right' about which direction would increase healer engagement, until one or the other is put into practice. All I can do is base my assertions on the evidence of what I've seen in the past 6 years or however long I've been doing Savage content. And what I've seen is that people actually did keep up with the DPS skillset of healers back in HW and SB. Especially SB, once Cleric was 'fixed'.

Originally Posted by
Renathras
Well...I'm sorry, but we can't have 16 Healer Jobs. I mean............we COULD, but we're never going to get that many. Even WoW only has, what, 6? (Holy Priest, Discipline Priest, Holy Paladin, Restoration Druid, Restoration Shaman, Mistweaver Monk, ...whatever the new one is? Evoker? I don't keep up with WoW except incidentally these days. 7 I guess.) There's no way to accommodate them all, so the best we can shoot for is to accommodate at least a little from each.
You can play Holy Paladin as a caster, supporting from the back by spamming Flash of Light/Holy Light on your beacon target to generate Holy Power instead of the whole Meleedin thing. My point is, if you're in a Mythic Raid and the fight is tuned to expect you to deal damage as a Holy Paladin, don't go being surprised when it turns out you hit the enrage because you're missing the damage. There is a 'right way to play' a class in this game, and the closer to 'the right way' you get, the harder the content you can clear. This is true for Tanks, this is true for DPS, this is true for Healers, even in their current state. Clearing harder content is not a right, it's a reward for people who have improved their skill enough to overcome the challenge. If you can't, come back later when more gear means you have more leniency. Like, I can't do Mythic raiding in WOW, I'm not that good (and I'm on a LowPop server), I don't go complaining about it, I accept my skill level and either decide to practice, or just say 'I'm ok being where I am'.
Evoker is the best example of a class with low skill floor, high skill ceiling. You can go on it and use powerful simple stuff like Dream Breath, Spiritblooms, Verdant Embrace, and do fine in dungeons. But then you look deeper and you see that Echo is quite possibly the most interestingly designed healer button in a long time. It replicates Single Target healing to all allies with Echo, or AOE healing on an Echo target is applied a second time (so you can't hit 5 people and have it all duplicate onto one person that'd be crazy). So you can Echo, Reversion (a HOT that extends itself when it crits), and apply two Reversions to the same target. You can purposely DreamBreath at rank 1, so more of the healing is a HOT instead of a frontloaded burst, and Echo people, so it applies that HOT twice. You can Echo 3 different people, and Verdant Embrace a fourth, to heal them all for a massive amount all at once. You can take a Talent called Golden Hour, which restores 15% of the damage the target took in the past 5s, when you Reversion them (like Death Strike for DK). You can Echo THAT heal too. You can use a talent called Lifebind, to make your Verdant Embrace apply a buff to your target, making them receive 40% of the healing you receive, and you 40% of theirs. If you echo them first, they receive that 40%, twice, because you can Echo that too. And don't get me started on Stasis, hoo boy. All the time magic stuff of that spec makes even HW AST look like a chump
But if you just care about doing your Daily Mythic 0s for that weekly quest, and LFR, maybe the first couple of bosses of the raid on Normal, you don't need to know any of that, you can just spam Living Flame on the tank and Dream Breath when the party stands in the swirlies. Just, don't be surprised when it turns out that gameplay doesn't keep them alive in a M+15.

Originally Posted by
Renathras
...that is the only world where the system you want would actually work, because then you could legitimately play Halo, Battlefront, COD, Medal of Honor, whatever, on each of the three difficulties. Keep in mind in Halo, Easy or Legendary, you get the same boss fights and the same missions and maps, etc.
I have only played Halo 1, once. I'm pretty sure that, while the 'map and mission' was the same, the layout of enemies, the number of them, and how tough they were, all increased based on difficulty, same as, idk, most other games with a difficulty selection. One that comes to mind right away is MGR because I played it a bit recently. The very first 'room' of the 'non tutorial section' after you get Gamer Mouse body is three mook soldiers. On Revengeance, it's three MegaMonkeys that throw you around like a ragdoll. Same arena, different enemy strength/attack pattern. At the point where you're doing Revengeance mode, you're expected to not just know PerfectParry exists, but to use and abuse it. It's no longer a 'oh thats neat', it's your bread and butter. Since it's been so long since I played Halo 1, I can't remember exactly, but I'd imagine that higher difficulties weed out Grunts in favor of more Elites, Hunters, etc. Or at the very least, changes their weapons to more threatening ones.
What's the difference between P8S Phase 1 on Normal, and on Savage? The attacks are actually surprisingly similar. They have slight nuances to them, sure, like 'oh you don't get an orange AOE shown at all'. Bit like like how 'oh this is the same first level, but the really easy mook has been replaced with a mook that started appearing halfway through the game when I played it on Medium'. You're meant to have picked up on stuff from the normal mode, as tips for how to deal with it in Savage when a bit of extra spice is thrown in. Also, a recent example from Sonic Frontiers(this is a spoiler for Sonic Frontiers so I'll put it in a dropdown thingy)
You cannot even FIGHT the final boss unless you're on hard mode. If you put it on any other difficulty mode, it's dealt with in a cutscene. Which is fine for 'people who want to experience the story' but like... Isn't that what we do with Savage? The 'final boss fight' of Sonic Frontiers could be considered the 'Phase 2' of Supreme, comes with a checkpoint, turning the game off before you beat it requires you refight the previous phase, etc

Originally Posted by
Renathras
The problem is, your design is no better. It says that if people want to play Easy difficulty (or Medium) on ANY game, they can't. They can play Heroic or Legendary badly, and only get the first 2 missions of the game. That's far worse. Imagine a game developer launching a FPS game with only Legendary difficulty, and with a Medium setting that was just as hard, you just did worse on it, had to be carried to get through missions, and could only do the first 2-3 missions of a 10 mission game. That would flop harder than FFXIV 1.0.
Strong assertion, but the only way to know for sure 'how hard it would flop' is to put it into practice. Also, again the idea of playing on lower difficulties is not just 'experience the game, with less mastery of mechanics required', it's also a training ground to learn those skills, to improve to the point where you CAN do the higher difficulty. But some people don't want to improve in those training grounds. But at the same time, the absolute majority of this game's playerbase doesn't even do the content where 'you need to play your class at least kind of correctly to beat the DPS check' is a thing. Most of the playerbase's endgame is Limsa Lominsa. So I fail to see how your take on what I'm advocating (which, you got wrong, again) would even affect them, if it were accurate (it's not).
Unless you're saying that P5, P6, P7, P8, P5S, P6S, P7S, P8S P1/2 are like, Halo levels, in one sequential order, rather than 5 6 7 8 being the order and Savage being 'play through them again, but this time all the Grunts are Elites, and all the Elites are now Hunters. And there's a varying time limit on each level before the Halo ring selfdestructs'. You get the story from Normal mode. You get bragging rights from Savage, and absolutely sod all else. Want the mount, or the gear? Work for it, or wait till the increase of ilvl from getting more tome gear means the execution required is more lenient.
Yoshida said recently, in light of the third party tool debacle regarding the World First for TOP:
The ultimate raid series is the most difficult battle content within FFXIV, and we release this content after testing that it can be cleared without the use of any third-party tools. However, if the presumption is that this content will be tackled and cleared with the use of third-party tools, then any reason to develop high-difficulty battle content seems to be lost. It’s very difficult for me to understand as a gamer what the meaning behind using numerous third-party tools to compete to clear first would be.
Or if we jiggle it ever so slightly, so it has the same sentiment, but is relevant to our topic:
The ultimate raid series is the most difficult battle content within FFXIV, and we release this content after testing that it can be cleared by all of the healer classes. However, if the presumption is that this content will be tackled and cleared with the playerbase choosing to play the healing class with the simplest rotational complexity, specifically so that they have less skill expression asked of them by the game, then any reason to develop high-difficulty battle content seems to be lost. It’s very difficult for me to understand as a gamer what the meaning behind asking for harder content, then counteracting that difficulty via class choice,would be.
Like, I don't get it. I do the hard content because I want to challenge myself. I can only find that challenge IN that hard content, because the classes themselves don't have it. If the classes had more skill ceiling to partake in, maybe I wouldn't feel apathetic after getting BIS. I enjoyed progging the tier. I did not enjoy doing reclears of the tier once I had BIS. Contrast that to something like SB, in Alphascape I farmed EVERY O12S weapon. And enough books to also have enough to immediately buy the GNB and DNC ones. I never got tired of the fight, but if it were released now, with me being a healer main, with the healers as they currently are? It'd be another 'farm until BIS on all four healers, burn out and stop doing reclears'.

Originally Posted by
Renathras
No, it's because people like straw man fallacies and don't like admitting things that weaken their argument when they could deflect to an attack instead. Also, I suspect some people don't actually read my posts (I don't blame them, they are long, but I read everyone else's before responding to them, so...) and just want to attack instead of seriously and fairly discussing things.
I'm gonna assume people do read your posts, and mine, and have understood them, agreed/disagreed with them. There's a like button to show approval of posts. Mine seem to get more than yours on average. I don't think it's sensible for someone to read one paragraph of my post, go 'ah Samantha wants the same thing I do, me like' without reading the full post and understanding WHY I stand on the position I do for things. So I assume that it's fair to say, those likes are from people who have read the full post, and agree to it enough to bother clicking the like button. If people aren't liking your posts, it's not just 'cos they didn't read', it's cos of any number of reasons. Your arguments are flawed, your wording is antagonistic at times, they think your solution to the problem is not the best one for the game, anything really. But fact is, people seem to agree with the way I'd take things moreso than the way you would. Of course, feel free to just blame it on 'echo chamber'.

Originally Posted by
Renathras
When I literally say I'd like some Jobs to be harder and someone claps back with "You just want every Job to be easy/don't want any Job difficulty", that's them not reading my posts and/or putting words in my mouth and/or committing a loaded question fallacy, not me "explaining things really badly". When I say a thing and people attack me as if I said something directly opposite to or incompatible with it, even when I explicitly say I don't mean that, that's not an explanation issue on my part, that's a listening/reading/pride/fallacy issue on theirs.
I am not clapping back with 'you want every job to be easy'. I am clapping back with 'why does one job get forced to stay in the current format, with no skill ceiling to aim for?' If we are moving three of the healers away from the current format because 'current format not good', then it is completely illogical to leave one of them IN that flawed format. I suggested raising the skill ceiling precisely because it would mean that people can still play this current format, provided they accept that if they do so, they are not going to be able to do 'content that
the game itself asks them to strive for the ceiling to clear'. I do not accept your BS of 'someone can clear savage now, but they cant if you make WHM harder'. If they can do savage now, they can improve at their class, if they can't improve at their class, they shouldn't have been in Savage in the first place. They were being 'carried' by the lack of 'skill requirement check' the healer role has. This is not me being 'elitist' or whatever label you want to ascribe to me, to try and justify to yourself that 'I can ignore Samantha, she is wrong because <elitist>'. If someone can work out
this? Or something like
this? But not
THIS, that's paradoxical, or just a disingenuous argument. I refuse to believe someone could learn Natural Alignment or High Concept, or Act 2/4 from last tier, or Relativities, or.. How far back do I go? But they can't learn this, because 'one of the healers HAS to stay EXACTLY the same'.

Originally Posted by
Renathras
No pun intended, but old Arcane Mage was a blast back in the day. Whatever THAT thing is they're calling Arcane Mage now looks horrific, mangled, and miserable to play. How they went from such a great class fantasy and rotation to that garbage is beyond me.
And Arcane Mages of today would tell you that the Cata version of the spec was braindead, boring, and had no direction or cohesion. There's a reason this picture is a joke to this day, because the gameplay from back then sure sounds like a joke to me. You could probably play the current one, as you did in Cata, and take talents that make it 'less complex' to play. Just, you wouldn't have the same output as someone who was playing with the 'optimal talents', and knew what they were doing. Which brings us back to the crux of the matter: why should someone, who does not know what they are doing, clear content that asks the player 'do you know at least SORT OF what you're doing?'

Originally Posted by
Renathras
Regardless: The point still holds that it's possible to make a Job that is rotationally simple, has few buttons, but is fun to play because the buttons interact with one another. Imagine, for example, if WHM worked like this:
Glare casts work like Astral Fire (increase MP cost and burn rate).
Dia isn't a DoT, it's an instant cast that breaks the Astral Fire effect and refunds MP roughly equal to 3-4 Glare casts.
Assize has a chance to proc when Glare or Dia (or anything, really) is cast, giving you a free damage GCD.
Misery is a CD ability (30 sec or whatever).
Presence of Mind restores 100% MP and has a 1 min CD. (or 2, whatever)
For AOE, Holy replaces Glare (and works the same way), and Dia, Assize, Misery, and Presence of Mind are used the same ways.
The rotation would be to cast 2-4 Glares/Holies, Dia, repeat, Assize on proc, and then when PoM is about 10-15 seconds out, spam Glare to OOM then hit PoM to pop back up to 100% and get back to the conservation phase.
Don't lie and tell me you wouldn't find that at least a bit appealing. Especially vs what we have right now. And I would also find that pretty fun to play. It's simple, streamlined, but fun.
'VS what we have right now' is a pretty low bar to stumble over. But while the basics of this idea are in the right direction, it's got issues of it's own. If all of this were 'new skills' it'd be good, I'd even agree with you on something for once. But reworking the current skills to fit this idea doesn't solve the issue, it just moves them to a different place. For example, Misery is now a 30s CD, I assume to mirror Xenoglossy. Okay, so now you have no damage-recoup mechanism for the Lilies. If that 30s CD were a new skill, then that'd be good. Which is why I suggested it (well, mine was 15s). Assize being moved to GCD would just slow the class down even further. If it were on GCD it'd also have to be made much stronger in potency to compensate, leading to even more damage variance. Unless you would distribute that potency elsewhere, in which case you run the risk of the proc not even being worth pressing, which defeats the point. I'll agree on one thing about the idea in it's current state. Having a bigger focus on MP spend/restore as a job mechanic would be good for a healer, and I say this ONLY in the current state of the game, and ONLY because Piety is so dogwater bad as a stat, having a system like that might actually make Piety only be 'kinda trash' instead of 'complete trash'. But part of the reason it worked/works on Arcane Mage, is because
of the inherent risk. Evocation is a six second channel, in fight design that loves to tell you 'bitch move' so much more often than what we have here. Just because it's interesting there, doesn't necessarily mean it'll be interesting here.
Also, you've changed WHM. Isn't the whole point of what you're asking for, that WHM doesn't get changed? Or is it 'WHM can change, but only if it remains roughly equal in complexity to how it currently is', in which case, take one of those hypothetical paradoxical healers that you say can learn savage mechanics, but can't learn a new rotation like I suggest for the healers. How do you know they'll be unable to handle learning something what me or others in here have suggested, but they can learn this? In fact, I'm pretty sure you said 'no' to what I suggested for WHM, but it's actually less of a change than this, all I did was reduce Dia to be 12s (so every 4 Glares, you'd Dia, same as your idea here), Banish as a 15s CD (so, same as your Misery), but Misery was the same, Assize was the same instead of being a proc to react to, POM was still a flat speed boost. I think you've accidentally pitched a more complex WHM than I did. Was that intentional?
Besides that though, yes I can agree, it's simple, and it's streamlined. But I cannot agree that it's 'fun' until I've tried it. On paper, several classes in this game sound 'fun'. In practice, they're bloody horrible. BLM is actually my least favourite class. Even BLU, scuffed as it is, is more 'fun' to me than BLM. So based on that, I imagine that actually, maybe this would not be quite as 'fun' as you might think at first glance. Just like how people might find some of my ideas that I thought would be 'fun' to be 'not fun'. I'd give it a try, sure, but I can't guarantee it'd hold my attention, especially if the other healers were also presumably getting increased complexity too.
This bit though?

Originally Posted by
Renathras
Regardless: The point still holds that it's possible to make a Job that is rotationally simple, has few buttons, but is fun to play
I am aware, I'm playing a good example of it while I'm waiting for the new tier to come out: Oldschool Runescape. All you need is LMB, RMB, MMB. Combat is 'click enemy, autoattack until it die' mostly. But if you want to look for deeper complexity in the game, you've got bosses, you've got raids, you've got The Inferno to prove you're really good at the game, you've got that accursed Six Jad challenge to show just how well you can prayerflick. PVP in OSRS might well be the most indepth, complex PVP in any game available. So again, difficult content for people who want to challenge themselves, or if someone can't/doesn't want to challenge themselves, they have other things in the game. I've never stuck with the game long enough on any one account to have done The Inferno, or any of the raids. This account is no different. But I'm still having great fun doing my silly little Farming runs, growing my herbs, killing the local Goblin population because Turael told me to. Eventually maybe I will get to the point where I try the raids. It's nice to have that option available. If I can't 'git gud' enough to do the Raids, I'll just be like 'oh ok I'm not good enough, I'll just do <the other 99% of the game that I still have available>. But every time I've tried to say the same for this game, I'm yelled at that I'm gatekeeping or elitist or something

Originally Posted by
Renathras
Healers, right now, have arguably no such interactions, which is arguably the reason they're so boring, not a lack of buttons or overt complexity.
I suggested interactions between parts of the kit on healers. Problem is, I suggested that the damage interact with the
healing, rather than more damage, by having a gauge fill when you use damage skills. And that's where the difference between our ideas is, I think, I look at it all as 'the game demands we use our DPS moves as healers, might as well make the healing and DPS halves of the kit feel more intertwined, like the class was designed to use them both in tandem', your design seems to put more emphasis on 'keep the healing and the DPS separate'. Well, unless your Assize still has healing attached. If it does, that'd be a disaster, imagine wiping because your WHM says 'oh sorry I was hoping for a proc to heal with'