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  1. #1
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    ty_taurus's Avatar
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    Quote Originally Posted by Renathras View Post
    Again, just piping in for the evening and my reply to this is simple:

    This sounds eerily similar to the "real healers" argument I was told is an insult and not allowed (even though I wasn't using it) to describe people with different opinions.
    This is a prime example of taking what someone said and warping it into something it isn't in the effort to prove a point. The majority of players that play healer do not only play as healers. Naturally, if there is a problem that applies to the healing role and not the DPS or Tank role, or one or the other, then they obviously are not as affected by those problems because they have a way out. That's what I said. They are allowed to play healer, and they are allowed to enjoy healer, but they naturally are not subjected to the same burden as those who only play healer or who used to only heal, but left the role because of its burdens.
    (9)

  2. #2
    Player
    Renathras's Avatar
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    Quote Originally Posted by ty_taurus View Post
    This is a prime example of taking what someone said and warping it into something it isn't in the effort to prove a point. The majority of players that play healer do not only play as healers. Naturally, if there is a problem that applies to the healing role and not the DPS or Tank role, or one or the other, then they obviously are not as affected by those problems because they have a way out. That's what I said. They are allowed to play healer, and they are allowed to enjoy healer, but they naturally are not subjected to the same burden as those who only play healer or who used to only heal, but left the role because of its burdens.
    That's why I said "sounds eerily similar to", not "is". (And noted that no one did that before, but this is far closer to that mark).

    It seems if not you, some of the replies to you, were people saying that such people should have less of a say or be listened to less, or that they weren't knowledgeable about problems in the role or not in a good place to see and discuss them. And that players who did think Healers were okay didn't mainly play them or play through the MSQ with them, and so don't understand that angle, either.

    All of which are untrue to begin with (there are many people who play multiple Jobs and/or roles and actually are masterful at them, understanding the problems and benefits of them), but even if we ignored that and pretended they were, many people that DO exclusively play healer are in disagreement (including through the MSQ and through other content like Trials, Raids, and so on).

    Note also - since you mention taking what someone said and warping into into something it isn't - note I did not say there that you said they are not ALLOWED to play or enjoy healer. I didn't use the word "allowed" at all, other than saying the "not a real healer" insult was not allowed (by ForsakenRoe, I believe it was, who kept insisting I had employed it when I never did and she couldn't quote a single instance of me doing so).

    So why are you defending from attacks I didn't make?

    All I said was it sounds similar to something I was told not to do here (which I wasn't even doing), and seems to be downplaying either the opinions of people that like Healers or suggesting that the only people holding those positions are ones not in a good place to formulate them since they don't play Healers enough - or exclusively enough - to be aware of them. Both of which I was suggesting are untrue. You're attacking the wrong things.

    Anyway, going to go back to not posting in here for a while. It's a little too echo-y in this chamber, not to mention toxic, to deal with on a regular basis.

    EDIT:

    Quote Originally Posted by RyuDragnier View Post
    All the healers could stand to have a 2nd DoT and a modifier.
    Why is it always DoTs... /shakes head

    Not everyone likes DoTs, and they're often boring. Some Jobs having them is great, but why does every Healer.......never mind.

    I will never cease to be amazed by how people always propose DoTs as the solution to things... Not you specifically, Ryu, just in general, that's been proposed so many times. If the problem is Healers all play the same NOW, then having them all have the same solution of "another DoT" (even if they work differently) makes no sense. If the answer is "Well, if the DoT's work differently, the Healers won't feel so samey", then why not just take the ONE DoT they all have now and make them work differently instead?

    WHM's Dia (with a frontloaded damage tick) and SGE's Eukrasia Dosis (being a modifier ability) already work differently. AST and SCH have a basic "place on enemy, does damage" DoT, so those are the ones that really need some window dressing. SCH getting a second DoT that has interplay with Fester and AST's having a shorter duration like 20 sec or something would make them both a bit different.

    Anyway, it's whatever, but I'm constantly amazed by how many people propose that same boring solution. I personally hate DoTs in almost all their incarnations, so "more DoTs" I definitely don't agree on as a worthwhile solution. I'd rather a 1-2-3 combo, honestly; Stone, Water, Aero; Quake, Flood, Tornado...

    If the goal is to make the Healer Jobs not all feel the same, then the answer would be to give one more DoTs but not to give them all more DoTs, since that just ends up in the same position as now, just with more button bloat and everyone more annoyed.

    .

    Asside: I'd also note that 3-4 DPS buttons is a bar already met in some cases, depending on your definition. SGE has Dosis, EuDosis, and Plegma it uses routinely, with Toxicon and Pneuma on standby. WHM uses the most GCDs on "non-Glares" of any of the Healers, with Glare, Dia, Afflatus Solace/Rapture (technically DPS buttons), and Misery, not counting the oGCD Assize. SCH has Broil, Biolysis, Ruin 2, and the oGCD Energy Drain. AST has Malific and Combust and...I guess that's it, with Earthly Star and Macrocosmos as oGCDs. Of all the oGCD attacks Healers have, only Energy Drain is actually a choice (the others are "use on CD" except Macro, which is still used as part of a healing plan, not rotationally), and ED comes at the cost of sharing a resource with healing abilities.

    I think the problem with SGE is that it doesn't use Toxicon/Pneuma as part of its standard rotation and that Plegma has a longish CD so doesn't feel as active - if it had a 15 sec CD (though it'd have to do less damage), it might feel like it's being pressed more (the normal rotation would be Eu Dosis, Plegma, 5 Dosis, Plegma, 4 Dosis, Eu Dosis, Plegma...), it would break up the Dosis spam and feel a little better. And with 2 charges, it wouldn't "feelsbad" if you NEED to use a GCD heal and have to push a Plegma to the right one GCD. (And it's not like SGE uses GCD heals much anyway). Honestly, making Plegma a 15 sec CD doing 45-ish% of the damage it does now would do a lot to "fix" its rotation, but having Toxicon have more frequent use would allow things to spice up a bit more.

    WHM already uses the Afflatus abilities (4 per minute) to break up its spam, though since they're heals, they feel different to use and people often don't want to count them even though they're part of its damage rotation. There's not really an answer to that other than for people to realize they're part of the damage rotation...

    SCH is where we start getting into real problems since it only has 3 spamable GCD abilities, and Ruin 2 has no use case since Broil IV has a 1.5 sec cast time for weaving and extensive slidecasting for movement, making Ruin 2 MOSTLY redundant unless you have a long chain of movement and bad ping, like the Wraith boss in Delubrium (the donut attack where you have to run from one side of the field to the other without much time to stop and even get in a quick cast if you don't have super low ping), a mechanic seldom used anyway. It's pretty clear SCH needs something else added to its damage kit, but it's unclear WHAT. It also sucks because it has the most button bloat of the Healers in a general sense...but they all are useful, so there's not really a lot to trim passed having Physic upgrade to Adlo. Somehow repurposing Ruin 2 could help, and adding another DoT and making Energy Drain work more like old Fester could help as well, though that would double down on the "Don't use Aetherflow for healing abilities" thing, which kinda sucks since Excogitation and Sacred Soil have such nice effects. But another DoT and ED getting the Fester effect of doing +100 potency for each of your DoTs on the target, along with a Thundercloud-like proc where Ruin 2 becomes Ruin 4, would probably be some good changes for SCH. And if Physic is made to upgrade into Adlo, this could all be done without adding a single additional hotbar slot needed.

    And then AST...is where the REAL problem is, since they only have two GCD damage abilities, and they don't even have the rare situational use Ruin 2 option. Worse still, Combust doesn't have a lead tick of damage like Dia, so AST can't even use it as a ham-fisted movement tool like WHM can if it's out of Lilies and still needs more movement. AST has Lightspeed, but Lightspeed (a) is used in the burst to not kill the player's hands and (b) doesn't change the rotation or the recast of Malaific (so it doesn't even change the cadence), it only makes it usable for movement. AST is honestly the worst offender in the DPS rotation department, which is strange considering how many people say Healers are boring right now but that AST is the one they think is the least so...

    Granted, AST is also slated for a 7.0 rework/massacre, so...

    Also note these are just the single target rotations. But the AOE "rotations" are all truly one button. I do agree with what Ty said in the DPS forum about potentially merging single-target (for the most part) and AOE rotations with just a few single target abilities for niche situations like Deep Dungeons and the like.

    Quote Originally Posted by IDontPetLalas View Post
    I agree with your first sentence, however not necessarily with the part in bold as that's the part that leads to a rather dull experience- a copy/paste of each healer. by all means, let one have a few dots (likely SCH), but why not try to be a bit more creative, if possible for the other three healers? Maybe one could have a new DPS burst skill on longer CD, or another could have a proc skill, etc?
    Shocking as it is for both of us:

    I agree with IDontPetLalas.
    (0)
    Last edited by Renathras; 03-19-2023 at 04:17 AM. Reason: Marked with EDIT

  3. #3
    Player
    ty_taurus's Avatar
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    If you don’t believe my original post was a comment about other players not being “real” healers, then why say anything at all?
    (2)

  4. #4
    Player RyuDragnier's Avatar
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    Quote Originally Posted by Renathras View Post
    Why is it always DoTs... /shakes head

    Not everyone likes DoTs, and they're often boring. Some Jobs having them is great, but why does every Healer.......never mind.

    I will never cease to be amazed by how people always propose DoTs as the solution to things... Not you specifically, Ryu, just in general, that's been proposed so many times. If the problem is Healers all play the same NOW, then having them all have the same solution of "another DoT" (even if they work differently) makes no sense. If the answer is "Well, if the DoT's work differently, the Healers won't feel so samey", then why not just take the ONE DoT they all have now and make them work differently instead?

    WHM's Dia (with a frontloaded damage tick) and SGE's Eukrasia Dosis (being a modifier ability) already work differently. AST and SCH have a basic "place on enemy, does damage" DoT, so those are the ones that really need some window dressing. SCH getting a second DoT that has interplay with Fester and AST's having a shorter duration like 20 sec or something would make them both a bit different.

    Anyway, it's whatever, but I'm constantly amazed by how many people propose that same boring solution. I personally hate DoTs in almost all their incarnations, so "more DoTs" I definitely don't agree on as a worthwhile solution. I'd rather a 1-2-3 combo, honestly; Stone, Water, Aero; Quake, Flood, Tornado...

    If the goal is to make the Healer Jobs not all feel the same, then the answer would be to give one more DoTs but not to give them all more DoTs, since that just ends up in the same position as now, just with more button bloat and everyone more annoyed.
    Because it's the easiest option on the devs and the players without them having to worry about them "being too complex." The devs have been trying to streamline things and simplify them, and DoTs are often the easiest method since you set them once every X seconds and don't have to interact with them again. I'd personally prefer actual buttons for each job like it once was in HW and SB, but I'm having to give a suggestion based on the arbitrary design idea the devs want things at, so sadly that limits what can be thought up or done.
    (1)

  5. #5
    Player
    Renathras's Avatar
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    Quote Originally Posted by ASkellington View Post
    ...
    The prevailing view right now seems to be "Abyssos was a good step and we want more of that, but the problem is we Healers had to rely on the DPS for party mitigation and that was really hit or miss in PF, so the more healing was great, we just need mit abilities moved from DPS to Healers, since Healers will get blame/more suffering if DPSers don't use them right now and we'd rather be in charge of the whole kit an kabootle ourselves."

    Relatively few seem to want more damage buttons as their preferred solution, and some outright REALLY don't want any more at all. Almost NONE want a full on DPS rotation (people answer the question differently, so some interpret this as "DPS Job like SAM or DRG" while others interpret it as "a rotation to maintain"), so answers are kind of all over the place. But the short answer seems to be that MOST people don't want more of a rotation. Even people that want more damage buttons seem to want them to not be a rotation, such as SCH having more DoTs or WHM having Aero 3 for AOE pulls but having its single-target rotation unchanged.

    So far, the results seem to be more or less in agreement with what I've said for a while about rough percentages of players and what they want (like where I once said about 20-25% would like a simple Healer like WHM while about number would be neutral, and about 40%ish would like something like SB SCH), which was the impetus behind my "four healers"/"make 2/3 more complex and 2/1 keep simple, probably WHM and maybe SGE"...and overall, something vaguely in that ballpark seems to be emerging. Likewise, the viewpoint of what the problem is seems to agree with what I've long said - oGCD heals are too powerful and encounters need more of a focus on healing, especially sustained healing, and GCD healing use that needs to be seen as not a warcrime.

    For all the insistence I've got the wrong of it, it seems with a broader sample of the player base, I do not. But the results are still preliminary. Should be interesting to see when more come in. Though I'm trying to think of the right way to classify the answers. I love the questions being open ended and so the respondents can really say what they want and how they want it, but classifying it more precisely is going to be a bit of a challenge. But I think it's worthwhile...

    Quote Originally Posted by RyuDragnier View Post
    Because it's the easiest option on the devs and the players without them having to worry about them "being too complex." The devs have been trying to streamline things and simplify them, and DoTs are often the easiest method since you set them once every X seconds and don't have to interact with them again. I'd personally prefer actual buttons for each job like it once was in HW and SB, but I'm having to give a suggestion based on the arbitrary design idea the devs want things at, so sadly that limits what can be thought up or done.
    I do get that, but I kind of disagree. I find 1-2-3 easier to maintain than DoT every 30 seconds. I'm MUCH more prone to forgetting about my DoT and noticing it's fallen off SOME TIME after it's fallen off (could be 1 sec, could be 15, I don't know!) than I am to forget 2 comes after 1. Especially now that spellcasting doesn't break combos anymore (hit 1-2 on PLD then cast Clemency. Now look at your -3 button. It's still good to go!)

    I feel like DoTs are actually harder/higher skill ceiling than a 1-2-3 since they're easy to forget if you don't have a third party tool reminding you of them. And I've yet to find a satisfactory way to track them. I'd love to have my Focus Target be only my buffs/debuffs, because sometimes I need to know other people's debufs on the target (e.g. see if Chain is up to time Misery), so I can't just check "only show my buffs/debuffs" since it robs me of that critical information. But if I had a bar that only showed my DoT, it'd be far more visible when it's fallen off. Ideally, having Focus Target only show mine and the target bar show all would be my solution, but you can't do this with the native client/HUD as far as I can tell, and I don't break TOS to use add-ons. The only time I've found DoT upkeep not more challenging than 1-2-3s...is when it's part of the 1-2-3, like Old PLD's rotation. There was really no way TO miss it unless you just did the wrong combo for some reason.
    (0)
    Last edited by Renathras; 03-19-2023 at 04:35 PM. Reason: EDIT for length

  6. #6
    Player
    ASkellington's Avatar
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    Quote Originally Posted by Renathras View Post
    snip
    Okay... and nothing that hasn't already been expressed by the healing community since Shb:

    Damage is too low, oGCDs are too powerful, encounter design doesn't make use of the healing tool kit, too much focus on mitigation checks and little to no proper heal checks, kits feeling same-y across FOUR SUPPOSIVELY DIFFERENT healers.

    What I want to know are these questions:
    1. SE seems to be refusing the request for higher amounts of healing even in EX and savage content where they belong. They keep saying that they will and haven't, only giving mitigation checks instead of outright heal checks. If they aren't going to make our bloated healing kits more worth while (by giving us more to heal) consistently in even endgame content, what else other than extra damage buttons can they do to improve the quality of healers in this game?
    2. When we have down time (nothing to heal), what can be added to healers to make it less boring?

    If the answers to both of those isn't extra damage buttons, what is your alternative then, because I haven't seen a good one yet. I would also like to add that there is no way to make down time 0. Easier content is going to have higher amounts of it for more experienced players and even in EX and Savage, if you don't have it at the start, you're going to have it by the time everyone else is geared.

    Down time play is apart of the healing experience. It isn't going anywhere especially as FFXIV isn't WoW and doesn't have anywhere near close the amount of healing uptime that WoW has currently or even in the past. Large amounts of down time is tied to the encounter design sure, but our down time is still boring for mid to hardcore players and should equally be addressed.
    (6)
    Last edited by ASkellington; 03-19-2023 at 05:19 PM.
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  7. #7
    Player
    Renathras's Avatar
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    Quote Originally Posted by ASkellington View Post
    ...
    /sigh

    If that were the case, I wouldn't be routinely attacked here for being wrong - which I am, let's be honest - since I hold those same positions. I do agree on paper it appears that we all agree, but clearly we do not, so you can't wave it away as "Well, we all are saying that exact same thing", when that isn't the case, as so am I.

    Where we differ is in our solutions, and what the wider community thinks.

    My position isn't everyone's - I'm not the one claiming my position is the one held by everyone - may not even be the majority. But it's not isolated to me and is, at worst, a sizeable minority.

    The most commonly cited answer SO FAR is "More damage like Abyssos is the solution, as long as mitigation is handled by Healers alone and we aren't forced to roll the dice and hope we get DPSers in our parties that will do it". That seems to be the majority position, or the plurality solution, that those threads are showing.

    1. Isn't true, as Abyssos DOES require higher amounts of healing and/or mitigation. Ex4 ALSO required more healing than a typical Extreme. So on both points you're wrong on that point. (also, kind of an Either-Or fallacy there, though not QUITE since you do ask the question with there being a potential third solution, you're just expressing doubt it exists)

    2. The solution most people seem to be proposing is there shouldn't be downtime with nothing to heal, so the answer there would be healing.

    You haven't seen a good one? I've seen others...are you sure you're looking?

    .

    Again, the main solution now seems to be "More healing required/more Abyssos is good, just move mitigation to Healers instead of giving it to DPS". While you might accept that solution, the posters in this forum have largely been opposed to it.

    ...because I've proposed it or variations of it QUITE A FEW TIMES up until now, and let's just say "disagreement" occurred.

    .

    I've said for a while there are bridges for agreement. My attempts to propose them have been rebuffed at every turn, with the position of the majority here being I'm an isolated case with whom no one agrees. I think the data is showing that claim to be false. At best, you could say my position is held by a sizeable minority of the player base. My proposal for 1 simple Healer, 1 moderate Healer, and 2 complex Healers was based on this breakdown, and often rejected based on the belief no one holds my position. But if it turns out 25-50% DO?

    It also defeats Ty's statements above that "literally" no one agreed with me. At the very least, we can put that one to bed as debunked. Even if the data isn't great or the majority don't agree with me, that there are some that do means that there are, in fact, people who agree with me, proving false the claim that none do.
    (0)

  8. #8
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    Quote Originally Posted by Renathras View Post
    /sigh

    If that were the case, I wouldn't be routinely attacked here for being wrong - which I am, let's be honest - since I hold those same positions. I do agree on paper it appears that we all agree, but clearly we do not, so you can't wave it away as "Well, we all are saying that exact same thing", when that isn't the case, as so am I.

    Where we differ is in our solutions, and what the wider community thinks.
    Which I have said already.


    [QUOTE]1. Isn't true, as Abyssos DOES require higher amounts of healing and/or mitigation. Ex4 ALSO required more healing than a typical Extreme. So on both points you're wrong on that point. (also, kind of an Either-Or fallacy there, though not QUITE since you do ask the question with there being a potential third solution, you're just expressing doubt it exists)

    No. I said consistently. EX1 and 2 of this expansion have been piss poor as have been a good chunk of the first tier of Savage. After ShB we should have had this difficulty already. But the devs said "well, we usually make the first tiers easy". Excuse me? After healers were asking for higher healing in the previous expansion you were going to make these easier to heal than the previous savage tier? Yeah, no. That's the part that I take issue with. SE needs to continuously give higher healing requirements and not back track after a tier (which we suspect they may do the for the next set of savages) or just going forward period.

    2. The solution most people seem to be proposing is there shouldn't be downtime with nothing to heal, so the answer there would be healing.

    You haven't seen a good one? I've seen others...are you sure you're looking?
    Yeah that's the part where I've said I haven't seen anything. There is always going to be down time. So unless you and everyone else are on board with making MSQ more difficult for healers so there isn't going to be any there as well...

    Again, the main solution now seems to be "More healing required/more Abyssos is good, just move mitigation to Healers instead of giving it to DPS". While you might accept that solution, the posters in this forum have largely been opposed to it.

    ...because I've proposed it or variations of it QUITE A FEW TIMES up until now, and let's just say "disagreement" occurred.
    And the reason why is above. SE isn't going to make dungeon content harder. Meaning down time is going to be there for experienced healers. I don't agree with their stance on it at all. By 90 you should know how to heal, but that's where SE stands and they don't seem to be budging. Which is fine, but again, if I am going to have excessive amounts of down time, then make the down time more interesting.

    I've said for a while there are bridges for agreement. My attempts to propose them have been rebuffed at every turn, with the position of the majority here being I'm an isolated case with whom no one agrees. I think the data is showing that claim to be false. At best, you could say my position is held by a sizeable minority of the player base. My proposal for 1 simple Healer, 1 moderate Healer, and 2 complex Healers was based on this breakdown, and often rejected based on the belief no one holds my position. But if it turns out 25-50% DO?
    My rejection of your proposal was never under the belief no one held your position. My reject is because you're going to be leaving 1 healer behind in fixing their down time when there's no reason to other than "well people like it to be simple". Ok. You can give the simple healer a simple set of DPS skills. SGE has Phlegma after all. That is why I don't understand your position. I'm not asking for all healers to be at the same level of complexity.

    It also defeats Ty's statements above that "literally" no one agreed with me. At the very least, we can put that one to bed as debunked. Even if the data isn't great or the majority don't agree with me, that there are some that do means that there are, in fact, people who agree with me, proving false the claim that none do.
    Eh. This is between you and him.
    (7)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE