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  1. #1
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Boblawblah View Post
    So are you arguing that you want the high end content more difficult to force people to use healers? Or at least that healers are much more important in high end content?

    If not that, how do you want high end content to change?
    I missed this one sorry, it's an interesting question and I'll merrily expand on it.

    Personally, if Uncle Yoshi came down and hired me overnight, I'd make a few changes. Some being quick fixes, some being more long term changes in design direction.

    Literally the first thing I'd do before I took my jacket off would be to allow bosses to continue to auto attack through some means whilst casting. The main goal of this is to prevent situations like RubiEX where the fight literally goes well over a minute at a time between attacks. This also almost instantly course corrects the current lack of tank damage and brings value to once key abilities like Regen again.

    Secondly, I'd have try to ensure that physically larger or multi sectioned bosses would be able to have multiple auto attacks with various different ways of deciding how those attacks are directed. Remember how large FFXI monsters were able to not only bite and claw, but could kick and spike flail (Tail cleave) as well? Think that, but all at the same time. Remember Rampage targets in Everquest? The goal is something similar to that but ideally more erratic and obviously scaled appropriately for the content. The idea isn't to one shot people randomly, but rather the idea is to actually force healers to need to pay attention to the groups HP bars again even when content is on farm.

    Third, I'd scale overall HP and single target heals upwards moderately, but keep AoE heals where they are or maybe even nerf them lightly. Right now you can comfortably heal most pre Savage end game content by doing little more than maintaining Medica II. You won't run out of MP and the healing is depressingly sufficient. That's not a situation I'm happy with. Mixing up the full party raidwides with the occasional need for actual somewhat unpredictable single target triage healing due to the usual Assize/Asylum/Soil/Star/WD spam not being able to cover it would do wonders to break up the current monotony IMO.

    Fourth and probably not last, I'd look to drastically expand both the job and content design team's views on healing engagement. Healers need to stop being treated like green DPS in raid content when their kits just don't support that play style.

    Quote Originally Posted by Renathras View Post
    And yet almost no "casuals" do this. The people doing this tend to be high end players with their Static buddies wanting to farm faster clears. Casuals are just using DF.
    https://youtu.be/T6MvwQWBMVg?t=471

    Here's some pug casuals continuing on merrily on then peak endgame content after both healers went pop. The casuals might not be queuing up in this way but it doesn't mean they aren't finishing it long after the healers checked out.
    (18)
    Last edited by Sebazy; 05-19-2023 at 06:37 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Coatl's Avatar
    Join Date
    May 2014
    Posts
    747
    Character
    Coatl Days
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by MisterNublet View Post
    Designing a role around babysitting players doesn't make for compelling gameplay when the party you have doesn't require it.

    Hence the majority of the complaints around the role is how absolutely mind-numbingly boring it is to play.
    Healing just isn't fun anymore, hasn't been for a long time for me. Those who felt the same got shut down or ignored and moved on to different classes or games. Over the past decade the healing role and fight design has just changed so much and I'd be lying if I said it didn't sting.

    Honestly feels like the the bosses are just throwing out damage out of pity sometimes.


    Quote Originally Posted by Sebazy View Post
    Literally the first thing I'd do before I took my jacket off would be to allow bosses to continue to auto attack through some means whilst casting. The main goal of this is to prevent situations like RubiEX where the fight literally goes well over a minute at a time between attacks. This also almost instantly course corrects the current lack of tank damage and brings value to once key abilities like Regen again.
    These are some good ideas. Making boss autos actually do something again would be a start.
    (11)
    Last edited by Coatl; 05-19-2023 at 11:20 PM.

  3. #3
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    I'd like to see more Seat of Sacrifice EX levels of random yet organized mechanics, but change where raidwides are. Like having a raidwide at the beginning of two of the mechanics, and a raidwide at the end of the other two. Guess what happens if a raidwide end of mechanic is followed by a raidwide beginning of mechanic...the amount of healing needed, the amount of damage tanks and the party would be unable to mitigate, the amount of PURE CHAOS WORTHY OF A HEALER'S TIME! Then have it repeat for the next 2 mechanics...GLORIOUS GLORIOUS CHAOS! But that's just me wanting more chaotic healing moments that make you feel alive as a healer.
    (2)