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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 Renathras View Post
    And no. For the record, people DON'T answer the question. They ignore it or talk about something else, as you just did, ignoring that the "more dps buttons" doesn't prevent another "0 Healer Ultimate" in any way. Healers with DPS buttons but without encounters requiring more healing just ends up being "the weaker DPS you bring for comfort then drop when you feel like it", which is identical to Healers in the game now, so doesn't fix anything.
    Uh, I answered it on page 2:

    Quote Originally Posted by Sebazy View Post
    The first and foremost step should be to ramp up damage on the tanks whilst also tuning their self healing downwards somewhat.

    Go right the way back to Coil Turn 1, the earliest example of a no healers run I can find referenced was in April 2015, not far off a full 2 years after BCoB's release and after FCoB.

    https://www.youtube.com/watch?v=f1ztYeiDr3A

    Even with the gear disparity, Caduceus still packed a fair punch towards the end of the fight. With that sort of damage coming in throughout a modern fight you're not going to be able to reliably survive it without unrestricted healing as it's just too spiky to deal with consistently.

    IMHO course correcting tank damage should even take priority over any adjustments to raid wides. Remember when Regen used to be worth maintaining on tanks in Savage/Coil? Now it's barely worth the GCD outside of specific windows like P4S Pinax.
    You tried to hand wave it away suggesting that it took so long because 'we were bad back then', and I quote:

    Quote Originally Posted by Renathras View Post
    It's relevant as it points out that this is nothing new in this game, and the only reason it took so long then was likely a lower level of player skill, not that it wasn't possible at the time or that the design of the game/Healers has devolved since then. And people WEREN'T complaining about it back then.
    Now, let's break down just how wrong you are. Spoilers, it's quite a lot

    https://youtu.be/ZIoyLNYyOzo?t=449

    Now keep in mind that that by the time that Mizzteq made this guide, she was at or close to BIS. A prog PLD had more in the region of 4.5k. Now look at the numbers that are coming in later on in that fight.

    1.3k auto attacks, 2.2k hood swings with no cast bar and then we have the big one: It doesn't sit there channeling 5 second casts whilst doing a whole lot of nothing. So we've got an auto attack that does some 30% of a tanks HP, and a mini tank buster on a short cooldown that does over 40%.

    Quote Originally Posted by Renathras View Post
    the only reason it took so long then was likely a lower level of player skill, not that it wasn't possible at the time or that the design of the game/Healers has devolved since then.
    Riiiiight.

    Maybe you need to stop trying to preach your views as gospel when you don't actually have first hand experience of the content back when it was relevant? The achievements don't lie sir. Don't get me wrong, I'm not here to tell you what you can and can't believe. But please do consider toning down the whole 'I know everything' when you quite clearly don't. Stop pushing your conjecture and head canon as fact.

    Now getting back on track.... How do we implement this into modern savage? IMO it's simple, allow bosses to keep auto attacking whilst casting, and allow those auto attacks to crit, maybe even give them crit buff procs to make things even spicier. Honestly, if modern Extreme, Savage and Ultimate bosses did auto attack damage even just on par with caduceus scaled up to modern day HP values, this wouldn't be a problem as without a healer to maintain that tank, there's just not enough sustain to get anywhere without abusing things like spin to win (which I'm fairly confident has been completely eradicated at this point?).

    A boss with streaky white damage that has the potential to 2 round the tank into the floor at any point stops me from focusing in so hard on the glare spam and takes us away from the problematic meta where damage is tightly scripted and known in advance.
    (5)
    Last edited by Sebazy; 06-20-2023 at 05:19 PM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #2
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,996
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Sebazy View Post
    allow bosses to keep auto attacking whilst casting, and allow those auto attacks to crit
    I don't quite know why they don't do this, they already proved they can do it in UCoB. The tank is in very real danger of dying during Liquid Hell because Twintania is still hitting the tank the entire time, she also can crit.
    (3)

  3. #3
    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
    As far as non-healer sustain is concerned…

    I don’t mind Paladin having things like intervention and divine veil. It’s very appropriate thematically and Paladin could stand out better as a support tank.

    Warrior on the other hand… I like that it focuses on healing off damage rather than mitigating it, but I don’t understand how Shake it Off is supposed to fit Warrior thematically, at least in the way it functions. I’d consider taking out Warriors party healing/barriers and some of its self healing, the replace that with buffs that are about increasing healing received. For example, equilibrium could increase HP restored to the Warrior through healing actions. Perhaps Bloodwhetting still exists, but with a longer cooldown so Warrior can still heal themselves, but is more about elevating the healers rather than replacing them.

    I have no idea why Reaper can heal. That seems completely out of place on that job and I wouldn’t have added it at all in the first place.

    Increased healing received from things like magick barrier, nature’s minne, and mantra I think are fine. Those can’t take the place of healers but they can certainly be helpful.

    Without going into a whole Summoner discussion, assuming it largely stays the same for the sake of this discussion, I’d replace Phoenix with Alexander, then rework summon Phoenix as a long cooldown alternative to your Ifrit/Titan/Garuda—which is to say you can summon Phoenix instead of one of them per 2… maybe 3 minutes. The damage is the lowest of the bunch but offers that party regen and Enkindle is not just a single target regen but also an instant raise at the same time. This makes Phoenix a choice you get to make while also giving you more control on the timing of this utility.

    As for Dancer, I think curing waltz is fine. It’s thematic and connects to Dancer’s roots while having enough restrictions that it’s not too overwhelming. I’d replace improvisation though. It’s an awkward ability regardless, and I’d rather swap it out for chocobo jig, a party combat sprint.
    (1)

  4. #4
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by ty_taurus View Post
    Warrior on the other hand… I like that it focuses on healing off damage rather than mitigating it, but I don’t understand how Shake it Off is supposed to fit Warrior thematically, at least in the way it functions. I’d consider taking out Warriors party healing/barriers and some of its self healing, the replace that with buffs that are about increasing healing received. For example, equilibrium could increase HP restored to the Warrior through healing actions. Perhaps Bloodwhetting still exists, but with a longer cooldown so Warrior can still heal themselves, but is more about elevating the healers rather than replacing them.
    I think I’d remove the heals from shake, it didn’t need a raw heal and it really didn’t need a hot. Might lean into the sacrificing aspect a bit more, increasing the contribution of each dispelled buff - maybe drop the base shield to 12% but have thrill/vengeance/ri count for 5% each?

    Nascent flash was better designed in shadowbringers so I’d fully revert that, and if to make it function properly inner release needs reverted too then so be it. I think it works thematically as the warrior waking up the party member’s inner beast for a bit, but it could change to be a grantable bloodbath without losing that.

    Raw intuition/bloodwhetting I think I’d change to a mitigation with a heal up effect on, working from all sources because I want it to be intuitive.

    Thrill stays as it is or it gets bloodbath back and all the dps lose it.

    Equilibrium stays as a big fuck off heal but loses the hot. Since it’s the parallel to dark mind it should be a reasonably strong thematic button.
    (0)
    Last edited by fulminating; 06-20-2023 at 06:26 PM. Reason: I moved bloodbath somewhere sensible instead of being a note