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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,444
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Icecylee View Post
    It's kind of ridiculous that anyone for any reason has to go "wait, but if we increase healing requirements will the guy standing around picking his nose and occasionally hitting medica 2 be able to clear too????"
    I mean, true, but at the same time we have two ways to 'increase healing requirements'. One is Abyssos, where the 'increase' was changing a raidwide that does 110% of your HP into a raidwide that does 125% of your HP and also has a bleed attached. The other is Barb EX, where instead of a raidwide that does 110% of your HP, it's like 15 raidwides over a period of 10 seconds that each do 10% of your HP. Totals up to more damage (150% instead of 125%), but is staggered out so you can heal between hits. Now the problem is, certain people apparently don't like Barb EX, it's too hard etc. So we're stuck between a rock and a hard place, of the choices being 'oops all mit checks' or just leaving things as it is

    I'd also suggest that someone who spent 200h+ going through the MSQ to get to level cap might actually be able to handle an extra damage button or two in their rotation. Y'know, just maybe. The tanks sure don't seem to have any issues when a new button gets added to their DPS rotation. Well, except GNB cos Hypervelocity made it hard to move bosses, I guess, but that got kinda fixed a bit now with the range increase
    (6)

  2. #2
    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 ForsakenRoe View Post
    The other is Barb EX, where instead of a raidwide that does 110% of your HP, it's like 15 raidwides over a period of 10 seconds that each do 10% of your HP. Totals up to more damage (150% instead of 125%), but is staggered out so you can heal between hits. Now the problem is, certain people apparently don't like Barb EX, it's too hard etc. So we're stuck between a rock and a hard place, of the choices being 'oops all mit checks' or just leaving things as it is
    Honestly whilst I personally think that BarbEX's healing requirements are somewhat overrated, I always felt that it that it was pretty well received all round? I don't remember seeing it getting bashed with any real consistency here at least.

    If you compare Rubi and Barb's big aoe phases, Barb (~4:30-5:30) is some 20% behind Rubi (5:30-6:30) on sheer incoming damage. As you say, the beauty of BarbEX is that it gives the illusion of pressure, forcing you to move making it hard to lean on the basic GCD kit and rewarding those who can manage and plan cooldowns and resources well far more than almost any other recent Extreme that I can think of. It's a rare treat compared to the usual trends of Rubi or Zodiark style fights now.
    (1)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
    Posts
    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    I'd also suggest that someone who spent 200h+ going through the MSQ to get to level cap might actually be able to handle an extra damage button or two in their rotation. Y'know, just maybe. The tanks sure don't seem to have any issues when a new button gets added to their DPS rotation.
    definitely not gunna argue that point. I'd love a couple extra damage buttons, bonus point if it were capable of integrating some kit synergy between it and the healing side. I think in general SE could stand to trust its player base to not be complete morons a tiny bit more. Like maybe I'm misremembering stuff but I feel like duty finder randos weren't... as bad when I quit back in HW? And I imagine part of that was because the game expected you to have a base amount of competency, rather than making it so easy to finish an instance without touching even half of your kit. At any rate, especially in more casual content, I think increased damage frequency is a lot more valuable than increased mit checks (especially since so much mit comes from not-healers anyway). Maybe instead of one raid wide every minute that does 20% of a dps HP bar and ignoring tanks half the time, they could go back to bosses autoing through cast and kept a stead stream of hits coming in so you at least need to be awake. Like we don't need dungeon bosses barfing out 150% over several hits in 15s, but they probably could stand to do like 15% every 30s or so and bump it up to 30~40% for the extra spicey ones.
    (1)

  4. #4
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    Hmm.

    People talk about more healing. But I do believe we have content in the game to actually mull over.

    What would happen if dungeons were designed like Criterion dungeons? I will admit, Another Sildihn Subterrane actually makes the healer feel like a valued member of the team, and that helps keep me engaged. Most of the healers in the game probably couldn't handle it though.

    That said, I would like it if Criterion could consume your expert roulette bonus. Or have it's own roulette/daily bonus, even. I want to cap my tomes there, haha. But we all know that tomes are payment for work, in the technical sense of the word, so it'll never happen.
    (0)