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  1. #131
    Player
    Tigore's Avatar
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    Jun 2017
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    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I could take a look at the Dissidia FF Opera Omnia Cellphone game for some possible inspiration too. In most cases, they choose the most notable abilities that the characters used. In some cases, they make a new move set if they want a certain role for the character or they don't really have much unique spells. I might as well start with Rosa as an example. I understand the 3 girls from FF9 and 10 are more the Summoners than White Mage, but that has been the case the majority of the time for other characters to have White Mages spells on the side.

    Rosa - uses a bow

    Divine Blast - Essentially a holy attack with non-elemental damage. It additionally deals splash damage to off targets and slightly heals the party.
    Pray- restores a lot of HP to a target and grants them a Reraise buff that functions like Auto-Life. Has a very high turn rate to speed up Rosa's next turn.
    EX Luminous Arrow - Kind of functions like Divine Blast, but more damage and actually using her bow. Grants herself a buff to slightly buff herself and the party.
    LD Blessed Archery - spawns portals and shoots a volley of arrows into them to do heavier damage to the enemies. No healing, but it does grant the Auto-Life buff to everyone. Also grants herself a buff that radically empowers the party Attack and HP damage.

    The Japanese version does have a Force Weapon with Lulu (FF10) helping and a Burst weapon with Paladin Cecil and their son Ceodore helping. The Burst attack afterwards also provides an aura that boosts party damage more and grants her a follow up attack on her turns with Cecil helping. The Force Attack can trigger a Force Time to radically increase party HP damage further. Her Pray also gets buffed to have Instant Turn rate and is often used to charge the Force Gauge faster rather than heal >.>
    (0)

  2. #132
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    And again, note that this is from a community that is very much in favor of more damage actions. I think there's more than enough there to justify that at least one Healer Job should NOT be made more DPS focused overall. This is assuming they WERE going to change them to be more DPS focused in the first place (which the Devs have given no indication of). Even in the worst case scenario, 1/6 is still a sizeable minority of the population, and using the more realistic 1/5 would suggest that if there were 5 Healer Jobs (or 4 Healer Jobs but one had two STANCES - like AST, for example...), at least one of those not being DPS focused would be fully justified.
    By the looks of it, we should be saying that AST is the one that shouldn't be DPS focused? Rather, having WHM SCH SGE be 'DPS focused' as in 'tank level rotation' and AST as 'Buffing focused' with more focus on the card effects, seems to be what the survey data implies would be best? Besides that, I also do think that it'd be the less 'contentious' choice, as I'd be willing to assume most players of AST got into AST because it had buffs as it's gameplay, not because 'Malefic spam', so doubling down on that buffing would please those players, plus giving the 'i don't want to do damage i want to heal and buff' players a more appealing choice

    Only issue is that it's locked behind HW, but I guess you don't need to do much damage as a starting healer going through the story till then, just solo instances that'd ask for it
    (3)

  3. #133
    Player
    IDontPetLalas's Avatar
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    Oct 2020
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    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    By the looks of it, we should be saying that AST is the one that shouldn't be DPS focused? Rather, having WHM SCH SGE be 'DPS focused' as in 'tank level rotation' and AST as 'Buffing focused' with more focus on the card effects, seems to be what the survey data implies would be best? Besides that, I also do think that it'd be the less 'contentious' choice, as I'd be willing to assume most players of AST got into AST because it had buffs as it's gameplay, not because 'Malefic spam', so doubling down on that buffing would please those players, plus giving the 'i don't want to do damage i want to heal and buff' players a more appealing choice

    Only issue is that it's locked behind HW, but I guess you don't need to do much damage as a starting healer going through the story till then, just solo instances that'd ask for it
    I enjoyed AST since I was able to do damage and heal and buff. So yes, it was very much that combination of skill management.

    that being said - I never said to myself "let me find a job where I can hit a single damage button over and over". I still want some options, to allow for specific circumstances.

    in addition, I miss being able to select the appropriate stance and having the flexibility to adapt to a group and/or my co-healer, I would personally welcome having that back more than having more buffs. Add more damage options to support solo , plus optionally an improvement to buffs that are applicable when soloing and QOL would improve.
    (0)
    Last edited by IDontPetLalas; 04-30-2023 at 12:41 AM.

  4. #134
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    For the record, Ty's survey, as of this writing - Healers in each category that did NOT want more attack actions for a given Job:

    WHM: 26 / 159 (>16%) [16.35...%]
    SCH: 29 / 172 (>16%) [16.86...%] *
    AST: 55 / 162 (>33%) [33.95...%]
    SGE: 17 / 132 (>12%) [12.8787...%]

    TOTAL 1: 20.32%
    TOTAL 2: 15.68%
    Actually, that's not entirely true. Those values are of the players who don't want more DPS buttons or are indifferent. Just because someone doesn't think healers need more DPS buttons doesn't mean they're opposed to it. So the real value would be somewhere between:

    WHM: 4 / 2.6% and 26 / 159 (>16%) [16.35...%]
    SCH: 7 / 4.1% and SCH: 29 / 172 (>16%) [16.86...%]
    AST: 4 / 2.5% and 55 / 162 (>33%) [33.95...%]
    SGE: 3 / 2.3% and 17 / 132 (>12%) [12.8787...%]

    The low values are from those who said they wanted less DPS actions on the survey. Those players are very likely to oppose additional DPS buttons added, but the other players between the minimum and maximum values might not care either way.
    (1)

  5. #135
    Player
    Renathras's Avatar
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    Dec 2014
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    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tigore View Post
    I could take a look at the Dissidia FF Opera Omnia Cellphone game for some possible inspiration too. In most cases, they choose the most notable abilities that the characters used.
    For the more recent games, yes, but less so for the Job based ones. Not to mention cell phone games with 3-6 abilities are a bit of a different animal.

    The closest comparison to an MMO would be looking at WHM and SCH from FFXI:

    https://ffxiclopedia.fandom.com/wiki...age#Spell_List

    ...remembering the original level cap was 50 or so and some spells have been shuffled about. WHM in FFXI, the other FF MMO, had Banish (15 sec CD Holy element attack, so think like Holy Priest's Holy Fire or Afflatus/Lily abilities), Dia (spamable, but a DoT, so think like Shadow Word: Pain or Dia), and Holy at level 50 (big Holy element damage attack on a single target, but with a 60 sec CD, so maybe THIS is more like Misery). That was the entirety of WHM's damage kit.The rest of its spells were all defensive, healing, or status effect curing/buffing abilities. Even with the expansions, it tended not to get more damage abilities. It got Holy 2 at some point and yet more cures, buffs, and debuffs cleanses, but that was it.

    Now, you CAN argue that you could cross-class into SubJobs. And while that's very true...in practice, WHM's in FFXI did this primarily to...heal more. Generally they would cross-class to access even more healing, make their healing more efficient, or add to their list of buffs. SubJob of RDM would grant you some mid level BLM spells, but in large group content, that wasn't your job. You were using the RDM SubJob to access its other enhancement and buffing abilities. Likewise, SCH would grant you some mid level Black Magic and a stance to boost it, but the main use was for the healing enhancements. (Note that SCHs in FFXI were a bit more able to dabble in the attack side of things than WHMs were). The other common SubJob was SMN, I think, for...you guessed it, more healing and efficient healing, and I think the largest MP pool? Something like that, anyway.

    Quote Originally Posted by ForsakenRoe View Post
    By the looks of it, we should be saying that AST is the one that shouldn't be DPS focused?
    Maybe, I have considered that.

    The problem is that AST is too busy due to the way its oGCDs work, and as everyone knows, is NOT a simple Job to play, relatively speaking. It's arguably the most complex of the Healers now as it is. Though I do agree that AST should be more buffing focused.

    And it doesn't start at level 1.

    The overall change I'd push for would be:

    1) WHM simple damage rotation, strong and hyper efficient heals, focused more on GCD actions in general.
    2) AST buff focused, slightly weaker and more indirect healing (probably more HoTs and stuff).
    3) SCH damage/support hybrid, focused more on various debuffs/DoT uptime and oGCD healing.
    4) SGE damage focus, heals by executing a DPS rotation.

    That covers all the bases there.

    *Maybe if AST was available at level 1, or branched from WHM at level 30. You know, like I suggested in that other thread. THAT would make this more doable, especially if WHM's changes were chiefly after level 30 (that is, if CNJ was left more or less as it is now), since ASTs would just level it to 30, pick up the AST quest from Y-Suni at level 30 CNJ, go to South Shroud, unlock AST, and swing into the Job from there. THAT would make this feasible...if we also seriously cut down on AST's complexity. So way less/more direct oGCDs like WHM has now and removing the high APM burst element of the Job in some way.

    ...needless to say, that would anger existing AST players, while leaving WHM as it is (something existing WHM players enjoy or at least tolerate) would not carry that consequence.

    .

    Though, you're more likely to annoy the AST mains with that than you would to annoy the WHM mains by leaving WHM as is.

    .

    Quote Originally Posted by ty_taurus View Post
    Actually, that's not entirely true...
    Ty, that cuts both ways. You can't say "neutral people don't care and wouldn't oppose new actions" without also mentioning "neutral people wouldn't oppose no new actions". Further, many of the long form answers - as I noted - clarified even some people asking for "more" attacking actions meant "lower level availability of higher level attacking actions earlier", not new abilities. Many also complain about button bloat, and many complain about the one button spam, which can be solved with NO new attack actions by merely shaking up the rotations. Dia procing an empowered Holy OR a all at once Dia damage boost (like Thundrecloud actually works for BLM) would both mix up WHM's rotation, for example, away from a one button spam (depending on proc rate), which would satisfy many of the people who supposedly want "more attacking actions", with some people even suggesting things like that in their long form answers.

    So no, my number is what it is.

    Your number isn't even "the people who are ADAMANTLY AGAINST more attacking actions". Your number is people who want LESS attacking actions, not the people who are neutral + adamant. My number is the people who are against more attack actions/and or neutral to the change and/or want the same amount as now, which again is something like 1/6th to 1/5th of the players who responded to the survey, which is already a pool of players biased towards more attacking actions. Meaning it is reasonable to assume, of the community as a whole, 20-25% likely would oppose more attack abilities on Healers if they were to take part in the survey.

    For example, _I_ didn't even say "less" attacking actions, but as you're aware, I'm adamantly against MORE attacking actions for at least one Job.

    You can't use "want LESS attack actions" as = "want less + want the same amount + are neutral". You'd need an option of "want the same attacking actions as now going forward" to draw the conclusion you're trying to draw. While it is true that people who want less attack actions ARE very likely to oppose more being added, those who want the same amount as now are as well, and at least some of the people who don't say either way are likely to oppose new attacking actions. That's going to be far closer to my number than yours.

    .

    I'm trying to think of a good comparison that isn't TOO charged politically, but it's like you having a poll on taxes where the options were "raise taxes, don't answer, and lower taxes" but where the people's feelings are "raise taxes, keep taxes the same, lower taxes, don't care either way", and you're trying to say the "don't care" and "keep taxes the same" people are in the same camp as "raise taxes" people are. You can't do that. If you wanted to draw that conclusion, you'd need to have offered those other answer options.

    It's logical to assume people who want MORE attack actions answered that - plenty of people did! Because it WAS an option presented - and that people who did NOT say more attacking actions either want the same or a reduced number. You can look at the second question specifically to see how many wanted a REDUCTION, but that doesn't tell you anything about the rest.

    That is, because there IS an "add more attack actions" option, we should assume people that WANT more attack actions picked that. We can't assume there's additional hidden support for it because the option was there.

    On the other hand, because there IS NOT a "keep the same number of attack actions" option, there is an additional amount of people outside of "want less" who do not want more. That additional hidden opposition to adding more exists because you didn't give them an option to express themselves other than "Other" (and I should note, a few of the people who didn't answer "add more attack options" did use Other or their long form answer to clarify that they did not want more attack options; so we already know these people DO exist, even if your survey didn't capture them directly).

    .

    To put it in numbers, of the 26 WHM who did not ask for more attacking actions, 4 of them want a reduction. That means 22 are EITHER "don't care" OR "keep the same number". The latter camp would oppose more attacking actions, and the former would probably split. But since you didn't have a question to determine how much is which, you cannot say with certainty how many of those 22 people don't care vs want to keep the same 5 DPS actions WHMs have now. Moreover, you can't assume all 22 would be fine with more damage actions added, as I am one of those 22 and do not want more damage actions added.

    The only conclusion you can make from the question asking for less attacking actions is that 4 people want less attacking actions. This is a tautology, but it's also the only statistical claim you can make based on the questions as you worded them and the options you presented.

    That tells you nothing of the people who want the same amount. Again, _I_ did not answer less attacking actions, but I very clearly want NO MORE. I'm an example that proves your assumption wrong.

    .

    SUMMARY:

    What we DO know is that ~84% of WHMs want more attacking actions, not that 2.6% do not. This means that 16% either want less, the same amount, or are ambivalent. For AST, this number is 33%, not 2.5%. (AST only has 4 to begin with, so it's kind of funny some people want even some of those removed!)

    For overall, it's slightly greater than 20% who do not want more attacking actions. These are people who either want LESS damage actions, the same amount as today, or don't care. You cannot include those people in the camp that want more damage actions. Approximately (but slightly less than) 80% do want more attacking actions, from this survey sample.

    Again, there WAS a question/answer for "want more damage actions". So the people who wanted more got to answer that question, and that gives us the 79%, or just under 4/5ths, who want more.

    Since that option WAS THERE, we may safely assume those who did not choose it do not want more damage actions, either because they want less, want the same as now, or don't care (and thus don't mind a Job that doesn't get more). And once again: This is from a sample that is predisposed to want more damage actions, meaning the actual number from the community at large who do not is probably higher than this. But at a FLOOR, the amount who don't care for more dps actions is, at the very least, 1/5th of the community, and VERY likely higher.

    .

    ASIDE: This also means Total 2 is actually higher than I initially estimated. If at least 7 SCH's want LESS attack actions, then that means that the lowest total 2 can be is 16.8%.
    (0)
    Last edited by Renathras; 04-30-2023 at 03:20 AM. Reason: EDIT for length

  6. #136
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    This means that 16% either want less, the same amount, or are ambivalent.
    That is literally what I just said. The number of people who are against more DPS actions is somewhere between those who want less DPS actions and those who did not specify wanting more DPS actions.
    (2)

  7. #137
    Player
    Tigore's Avatar
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    Jun 2017
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    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I do remember when we did have Cross Action skills. When I was leveling Tharmaturge, I was using Cure during the Umbral Ice Stance on others doing a FATE boss with me. Course now, it is not very viable to do for a BLM if even I don't acknowledge the spell as a 90 WHM. It probably could have had interesting interactions, but it got removed due to some players feeling forced to level a class they don't want. Plus it would be some interesting balancing needing to have 2 different versions of the same spell.

    I was mentioning the cellphone game just in case it might have some ideas that the 14 devs here might find possible. It would require re-adapting though since the cellphone one has something like 6 unique attacks that each character has at least. Sometimes a couple more if a Burst aura or maybe an LD attack puts up an Overhead buff to change the base Brave or HP Attacks. As a result, most of the healer support have to have healing coupled into their damage spells due to the small spell space available. Yuna has a couple extra BRV and HP Attack conversions for using her summon attacks since Skill 1 and 2 are Esuna and Cheer. There was usually a niche or 2 each healer had to make them special for why you are bringing them. I could name a few niche parts of each to see which ones might work here.



    Rosa - Auto-life Reraise buff. As I said with Japan's rework, she has higher personal damage.
    Paladin Cecil - He is basically a kitchen sink buff bot including defenses too.
    Ceodore - A few limited LD debuff cleansing with a full heal packaged with it. He deals more damage when everyone is full health.
    Leon - enchants the enemies to deal dark damage with their non-elemental attacks and makes the party absorb the dark element.
    Minwu - Applies a trap debuff that attacks the enemies whenever the turn counter on it decreases. The trap counters heal the party. LD attack applies overhead that also triggers Sublime Soul off turn attack when the turn counter reaches 5. Turn counter increases from each trap effect and refreshes the trap debuffs to 6 when Sublime Soul triggers. To top it off, he enchants for Holy for the party.
    Zidane - His burst aura allows his attacks to "steal elixirs" to pretty much full heal everyone. He can steal enemy turns when brave breaking them and act again.
    Garnet - Eternal Darkness Off-turn attacks with Water and Thunder enchants
    Eiko - Phoenix Raise cheesing as long as you use her LD Phoenix summon for 3 Auto-Life overhead buff stocks each. HP regen and Holy enchant on the side too.
    Freya - HP regen with Jump. Last stand debuff so party members keep 1HP as long as they had 50% HP prior to an HP attack. The Jump is actually much more useful here allowing her to do off turn attacks per action until her turn comes up to sail back down. Her off turn jump attack also heals.
    Yuna - she is the standard debuff cleanser and provides a bit more personal DPS
    Kimahri - LD HP Regen with a decent heal packaged with it. His EX blinds enemies with 100% hit rate down. Bad Breath reduces HP damage enemies deal when EX is not up.
    Porom - raises everyone's max HP and make everyone harder to kill. Has HP based off attacks too.
    Lenna - also raises everyone's max HP and provides 100% debuff evasion. Her LD is Party HP based for damage done to completely ignore enemy defense.
    Locke - Phoenix Aura just does a standard heal. He has a changed HP attack with chunky damage. Burst aura allows everyone to ignore defense and keep everyone healed to 50% as long as the HP attack does not kill them.
    Mog - HP Regen. Uses El Nino follow up attack to clear debuffs on party if any are on them. Uses Plasma instead to confuse enemies if party has no debuffs.
    Aerith - Has a Seal Evil debuff to shut down enemy buffs and Debuffs sent to the party. Holy off turn beams and 100% damage reduction for the party for a short time. Not used much, but she can also resurrect a party member about 4 times.
    Cait Sith - HP Regen. LD instantly breaks all enemies regardless of brave number and grants brave regen on all brave attacks party members use.
    Rude - heals for a high amount and converts overheals to brave gains. LD makes it guaranteed for him to deal critical strikes if I remember right.
    Selphie - increases recharge time of other EX abilities with Aura and Rapture debuffs enemies to always get launched into the air by any attack.
    Rinoa - she is more of a nuke HP Attack DPS and can be a very good AoE Damage Dealer. She has healing in her kit just in case her self damaging attacks bring her party down too low.
    Aphmau - Has LD turn manipulation. 1 ally turn is pulled up to her turn.
    Arciela - One button can cleanse the party with another one debuffing the enemy to prohibit any HP attack usage.
    Penelo - Has HP regen and a party debuff cleanse. Her burst aura provides Brave gains for other party members based on her maximum possible HP damage cap. Her HP attack is changed to do chunky damage while the burst aura is up.
    Llyud - at the time of his release, he had very high Attack buffs and did decent personal DPS. Has high HP, but some attacks sacrifice his health which was only useful when a boss mech wanted us to damage ourselves.
    Hope - your standard Protect and Shell healer while also raising Max HP of the party. He also imperils enemies to be weak to magic attacks.
    Alphinaud - pretty much uses the Arcanist spells with Energy Drain healing the party and a carbuncle to deal a little more damage.
    Y'shtola - stone can slightly delay a target turn with Medica heals. If Medica is not needed, her BRV attack is changed to Aero for damage. Her Burst aura makes brave gains much more powerful.
    Ignis - Fire enchant mostly. He can provide debuff evasion and slight turn manipulation pulling everyone's turns up with the EX.
    Lunafreya - she can buff everyone to have 2 - 3 instant turns on any skill they use with 10% more HP damage done. Has water and ice enchant.
    Ramza - can instantly break an enemy's brave meter regardless of number amount. HP regen. Burst aura can provide highest HP damage bonus based on buffs party members have. LD allows him to launch an enemy to the air 3 times.
    Rem - can turn manipulate at will pulling an ally up to her turn while also speeding herself up too. Has a follow up attack from any action she does.
    Deuce - HP regen. Mostly increases Magic Attack Power for English version.
    Sharlotta - HP regen. Uses Gravity to easily shave enemy brave to zero, but can have troubles brave breaking with almost no brave attacks. Burst aura has the best buffs to brave gains on party. Has LD attack that provides more decent personal DPS.

    Currently for Global English, Aerith is the best choice. Penelo, Garnet, Lunafreya and Sharlotta are decent second choices. Most of the rest may need reworks so their personal damage and utility are up to par for the hardest content.

    For Japanese content, Deuce ascended to best healing support currently. Her HP damage bonus aura was madly buffed and her FR attack is instant turn with very good conditions to meet for raising the bonus. Rem also becomes pretty good with a Burst Aura that does not let anyone die even at zero HP. Japan has a few new ones like Iris (FF15) and Selh'teus (FF11) who are stupidly good too. Iris neuters the enemy Attack, Defense and Max Brave to become zero and Selh'teus is more of a nuke HP Attack DPS than healer.


    The constant utility I see that is most possible to do would be to create a spell that raises Max HP. Some other property to increase healing received with the raised HP will be needed too so the party isn't just MP sponges with high HP.

    Sorry if the editing was becoming very constant. English version of Dissidia FF Opera Omnia has about 166 total characters.
    (0)
    Last edited by Tigore; 05-03-2023 at 08:40 AM.

  8. #138
    Player
    AnotherPerson's Avatar
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    Character
    Cain Andleft
    World
    Malboro
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    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post

    This whole idea that we MUST have an infant(ilized) job option seems to spawn from a very twisted sense of protectionism -- the idea that a player must be allowed to do little without noticing how little that actually is or that they could do more. It's an effort in --depending on how that infant job gets balanced-- in double-standards and/or obfuscation.
    All I know is that the complaint in this thread from the Original poster is that the sprout said they basically pressed 2 buttons for the entire day and healer gameplay is boring in the MSQ. Even the sprout's experience reflects this. It was not fun because they basically spammed 1 or 2 buttons for the entire day.
    Does it get better? For a healer doing the MSQ? No, the reality is that you're going to be pressing the exact same 2 buttons in most cases for the entire MSQ until level 90 because there's no other option for you to progress otherwise.

    I don't know how else to say it but: the current healer design sucks and needs to be changed, at the very least for the healer's MSQ experience.
    (6)

  9. #139
    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 ty_taurus View Post
    That is literally what I just said. The number of people who are against more DPS actions is somewhere between those who want less DPS actions and those who did not specify wanting more DPS actions.
    Quote Originally Posted by ty_taurus View Post
    Those values are of the players who don't want more DPS buttons or are indifferent.
    ...
    ...but the other players between the minimum and maximum values might not care either way.
    Not splitting hairs, but this is what I took issue with. The higher values are the players who want less DPS buttons OR are indifferent OR want the same amount. The issue I take here is you saying "but the other players...not not care either way". Namely, that the ones who want the same amount DO care, and they care for NOT more attack actions.

    As I said, there are not two camps - those who want more and those who do not want more - nor are we to assume that everyone who didn't explicitly say they want less either wants more OR would be ambivalent. Also in that number are those who do not want LESS, but do not want MORE, a position that is not ambivalent.

    And since the "more" was a choice available, people who wanted it all picked it. We can reliably assume those who did not pick it do not want more.

    I'm genuinely not trying to split hairs, but I think it's an important distinction. As I said, it was my own position as well.

    .

    The point is, the 16% (low end) to a bit over 20% (high end) are those who do not want more DPS actions. Not the 2-4% you claim. And, once again, given that this survey was likely of a sample biased in favor of more attack actions, it's VERY reasonable to assume that the number is higher than the 16/20%, but that's an absolute floor. 25% (or even higher) is very well within the realm of possibility. Even if it was not, 20% is still 1 in 5, well deserving of having a Job for them.

    Imagine if out of the playerbase, only 1 in 19 people like BLM's Job type. That's still reason enough to have it. That'd be 5.2%, btw. (9.1% if we're talking just DPS Jobs/players). I'd have to pull up the Lucky Bancho numbers again, but BLM's share of the population is probably in that ballpark. Yet, that's reason enough to say "BLM should stay as it is". Old SMN's was probably something in that range as well, yet that's enough (for me, at least) to argue it should not have been changed, a position I think most of you would agree with.

    So if the number of Healer players who want a Job that plays like today's Healer Jobs do is 16-20%, fully 4-5 times that, it means AT THE LEAST one should stay the same, statistically.

    Quote Originally Posted by AnotherPerson View Post
    I don't know how else to say it but: the current healer design sucks and needs to be changed, at the very least for the healer's MSQ experience.
    ONE sprout. Specifically one "who came from WoW".

    Many sprouts leveled with the current Healers (or something close enough) and did not have the same complaint.

    The argument is valid for changing some Healers - a position literally everyone here supports - not to change them all. And no "if one needs changed, they all do"; the reason some should be changed is so people have options and so that all the Healer Jobs do not play identically. The Tanks (despite naysayers) play differently. The Melee, do. The Ranged do. The Casters do. Healers are the only ones that play identically until at least level 45 (when SCH gets Energy Drain), and they never REALLY get that different from there. (WHM gets Assize at 52 and has a melee range cast time Holy, SCH gets Energy Drain at 45 and has a melee instant cast Art of War, AST gets Earthly Star at 62 and has a ranged and cast time Gravity, and SGE you can't unlock until 70, even if it gets Plegma earlier). [EDIT: Typo; 70]

    The issue is not "they suck", the issue is "people who don't like the playstyle have no option to play a Healer and have something else.

    Again, we don't have to change BLM because BLM isn't the ONLY option for Casters, and the three actually play very distinct from one another.

    The reason to change SOME but not ALL of the Healer Jobs is because some people find them boring (and some do not), and they all play the same, meaning those people are forced to endure the thing they dislike with no option. If there were options, then they would have those alternatives, and that would solve that problem.

    [Note I say "that" problem; more DPS buttons doesn't fix what's wrong with Healers, it just papers over the boredom issue (for people who are bored). It's not actually a true solution to the problem, and everyone fixating on it is missing the point. The problem is the breakdown of the Trinity with too much Tank/DPS free healing and Healer kits not suiting the damage output of the content.]
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    Last edited by Renathras; 04-30-2023 at 12:36 PM. Reason: EDIT for length

  10. #140
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    Not splitting hairs, but this is what I took issue with. The higher values are the players who want less DPS buttons OR are indifferent OR want the same amount.
    For someone who became extremely vitriolic over me not completely reading your response a hot minute ago, it's ironic that you're doing the same thing here on a post that was a fraction the length of yours. We are saying the same thing. You're just trying to correct me with exactly what I said. Some of the ~16-33% who did not select to see more attack actions will be in the category of "indifferent," therefore, the percentage of players who do not want to see more DPS actions is at least the 2-4% who voted to see less attack actions and at most ~16-33% and is most likely somewhere in between.
    (7)
    Last edited by ty_taurus; 04-30-2023 at 12:23 PM.

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