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  1. #221
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by PercibelTheren View Post
    The two minute meta means that you can't fix healers by just giving them more buffs or utility. Everything *must* align perfectly with burst windows and party buffs. Frankly, the entire concept needs to go.
    I expect to see that removed in 7.0. The player base has been pretty clear about the negative impact that it's had.

    Quote Originally Posted by DixieBellOCE View Post
    XIV Community: "The game shouldn't be balanced around raiders"

    Also XIV Community: "OMG TOP CLEARED NO HEALERS, PLS FIX HEALERS"

    Le Sigh.
    The only places where balance is needed is would be raiding and PvP so the first complaint is useless (since PvP has already been given a separate action system). Most of the time when I see someone say it, the context is actually "I want my favorite job to be fun to play and have things that make it feel unique". Or "I don't care about other jobs, my job needs to be overpowered".

    Healers do need to be fixed. So does healing utility in the non-healer roles. I just disagree with those who claim that the healing role is officially obsolete because of the TOP clear. That was a very specific comp taking advantage of healing and mitigation utility that certain jobs have. It wouldn't have worked if the party had been using other jobs.
    (1)

  2. #222
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    The big thing about healerless clears is that it is deflating. Especially if you are the type who wants to aim to play better in general. No amount of logic can stop me from feeling bad about wanting to play well on healer, yet playing expert roulette well means dropping the healer. I don't play this game to feel bad (at least, not in this way).
    (7)

  3. #223
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,189
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by DixieBellOCE View Post
    XIV Community: "The game shouldn't be balanced around raiders"

    Also XIV Community: "OMG TOP CLEARED NO HEALERS, PLS FIX HEALERS"

    Le Sigh.
    I think jobs being designed for savage is the reason for the rigid and shallow design, all jobs have to be able to perform perfectly in balance for one battle against one boss in an arena. When jobs have to engage in other content they fall short because they are all designed for a short encounter against one enemy, not a dungeon and most certainly not prolonged combat like in Eureka or Bozja. Healer design is also suffering from a lack of real attention, it's been known for some time that none of the development team plays healers and when healers are tested they only want inexperienced people doing so, there is the infamous "our healer got too good so we replaced him for testing" line. As long as balance in raiding remains the hyper focus of job design it will always be this way.
    (3)

  4. #224
    Player
    Zebraoracle's Avatar
    Join Date
    Sep 2022
    Posts
    832
    Character
    Zebra Rune
    World
    Gilgamesh
    Main Class
    Sage Lv 90
    Quote Originally Posted by Irenia View Post
    The big thing about healerless clears is that it is deflating. Especially if you are the type who wants to aim to play better in general. No amount of logic can stop me from feeling bad about wanting to play well on healer, yet playing expert roulette well means dropping the healer. I don't play this game to feel bad (at least, not in this way).
    It's so frustrating - healing in other MMOs/online co-op games (GW1) tends to leave you feeling like you've accomplished something. In FF14? Not really. I'll never forget the day my guild leader in WoW told me I was an amazing healer because I just dragged the group through a REALLY hard mythic dungeon fight, I was running on empty for most of the fight and using all of my resources and it still almost wasn't enough, but we did it.

    I don't get that feeling of satisfaction from healing in FF14. In 14, there are very few heal checks (even in Ultimates, so YoshiP telling healers to go play ultimates actively pisses me off) that go past "throw a party-wide mit at it and then throw an OGCD heal at it, MAYBE a GCD heal". You rarely, if ever, find these feelings of satisfaction from healing in 14, instead it's typically feelings of "I did the mechanics correctly yay" which is FINE in general, but where is the role specific satisfaction that tanks and DPS get to experience?
    (4)

  5. #225
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,648
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Irenia View Post
    The big thing about healerless clears is that it is deflating. Especially if you are the type who wants to aim to play better in general. No amount of logic can stop me from feeling bad about wanting to play well on healer, yet playing expert roulette well means dropping the healer. I don't play this game to feel bad (at least, not in this way).
    And this is the real crux people often ignore whenever these healer debates come up. It isn't that any one of us think PF will ever drop down to one healer or omit the role entirely but the fact that it's possible. The whole "power fantasy" if you will of healers is being able to keep the party alive throughout consistent triage of damage yet optimal gameplay will have them removed completely from easier content and even an Ultimate while everything else can be done with just one. There's simply no excuse the lackluster damage output when they insist on two healers.

    It's a bit backwards I get my enjoyment on healers by not healing.
    (4)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  6. #226
    Player
    PredatoryCatgirl's Avatar
    Join Date
    Sep 2021
    Posts
    592
    Character
    Khara Relanah
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Only 3% of players even attempt Ultimate. This is easily the top 1% of Ultimate players, if not an even smaller percentage. Saying healers are useless because of this is like saying no one needs a car because of how fast Usain Bolt runs.
    (0)

  7. #227
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by PredatoryCatgirl View Post
    Only 3% of players even attempt Ultimate. This is easily the top 1% of Ultimate players, if not an even smaller percentage. Saying healers are useless because of this is like saying no one needs a car because of how fast Usain Bolt runs.
    No one is saying healers are useless.

    They're pointing out that healers are disposable in all facets of content and that should never happen.

    If it happened to any other role, they'd be upset too.
    (16)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  8. #228
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,012
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    It feels like a lot of people are coming in and purposefully misrepresenting the argument that's being made here just so they have something easier to beat.

    "Healers are useless" is an argument that's easy to beat.

    "You are able to drop the healer role in every piece of content in a game that's supposed to be a trinity game" is a lot harder to argue against.
    (21)

  9. #229
    Player
    Eorzean_username's Avatar
    Join Date
    Apr 2016
    Posts
    567
    Character
    Azephia Dawn
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I think a lot of players here are over-romanticising the place that Healers tend to have in other MMO-and/or-RPGs.
    Healers being minimised and pushed aside by high-skill, optimisation-oriented players is not new, it's not unique to FFXIV, and it's not specifically a consequence of FFXIV's design.

    The Healing role, by its fundamental nature, has a target painted on its forehead "from the word go" — it's a role whose existence is based solely on facilitating the continued function of other roles.

    To do this, Healing trades out the ability to do "other stuff" for the ability to prolong everyone's time "in the ring" before getting knocked-out.

    That means, inherently, that Healers are basically just "Your role, but worse", with the loss ostensibly filled-in by Healing tools.

    ———————————————————

    But while other roles have "infinite scaling" — ie, doing more DPS is always desirable and, conceptually, "possible" — Healing hits a flat wall: at some point, no one is going to KO, and then you don't need more healing, because more healing is useless if everyone's risk of KO has already been alleviated.
    To digress a second: This is not easy to solve.

    For example, say that you allow "overhealing" — kind of like Repairing your gear up to 200%, you can heal people "past" 100% HP, and this becomes more and more "doable" with better gear (or, etc).

    ...That's cute in theory, but what's the purpose? You either need that to survive — in which case it's basically just an extension of the normal healing/mitigation process — or you don't need it to survive, in which case it will immediately get cut and ignored in favor of more DPS.

    Or let's say that healing beyond 100% causes the overheal amount to be dealt as damage to a nearby target.

    That's also cute in theory, but it's not actually making "healing" more useful — it's just an alternative DPS rotation.

    And so on...

    ———————————————————

    And that means that any time that a combination of utility tools can accomplish that same goal, Healers are perceived as having nothing left to offer to justify a slot, other than weaker versions of what someone else could do — so, they get replaced.
    This is not unique to FFXIV; I actually can't think of a similar game, off the top of my head, where high-skill / optimising players won't try to squeeze out as many Healers as possible from their comps, and sometimes succeed.

    Fundamentally, while Healer-oriented players like for their Role to feel clever, desired, and heroic, other players usually view more like a parent: very useful during the period where it's needed, and then immediately marginalised as much as possible (in terms of presence and influence) by its former "wards" once it's... not needed any more.

    ———————————————————

    ie: Healers (usually?) love to feel needed — but other Roles love to not need Healers.

    This is a fundamental tension, and one that relies on basically forcefully-engineering a place for Healers into encounters, in direct opposition to the psychology of other players.

    Basically, a "composition tax", so to speak: "You can complete this encounter, but in order to do so, you'll need to bring along Healer-type players, and allow them to 'save you' and have fun, too".

    Usually this "bribery" is accomplished by making people die, since that's a powerful motivator.

    But the cutting-edge type players will still constantly be calculating and plotting how they could "not die" in a more efficient manner, and thereby cut down on how much they're "taxed" in terms of composition — because Healers just fundamentally "bring less" to a party when you ignore intentionally-engineered time-to-die mechanics.

    ———————————————————

    All of this is why the Healing design in XIV is such a huge mess: "Yoshida" (as a nebulous concept representing the design team as a whole) wants to allow "pure healing" to be a style, and to be what characterises the Healer Jobs.

    And to "support" that, "he" insists on vomiting like Cuchulainn more and more redundant and superfluous healing-tools onto the Healer Jobs, from SB to present.
    The problem is that this is done thoughtlessly, and so crashes directly into what I outlined above: If you just keep mindlessly pouring more and more Healing tools onto a Healer, without proportionally increasing the demand-pressure for healing, then all you do is accelerate the rate at which Healer as a role "overstays its welcome" in the calculating minds of top-end player.

    ie — because it's easier and easier to meet healing demands, the justification for X number of Healers being there becomes more and more dubious.

    ———————————————————

    Of course, there's always also the temptation to try to give "cool toys" to non-Healer classes, in order to try to give them ways to "cleverly support" the team — since merely adding "Damage Button #27" can become conspicuously-stale.

    But... you see the problem: If healers are already overloaded with more tools than they even need, then... adding additional Healing-style support tools to other Roles is only going to further accelerate the "decay rate" of Healer relevancy in a given piece of content...

    ...because giving such tools to non-Healer Roles ends up providing a more granular way for a cutting-edge team to fine-tune the balance between Healing presence and "other benefits" (eg, Damage, Mitigation, etc).

    ———————————————————

    And of course, other games attempt to solve this tension by simply engineering encounters to pour out overwhelming amounts of damage, making it excessively-difficult and/or numerically-impossible to remove Healers and replace them with the more minor, limited, or tone-down support tools available to other Roles as utility flavor.
    But... the problem is, that's a razor's-edge to balance, because...

    ...Well, think of it in terms of DPS for a moment: Usually, it's "okay" to bring your friend who's playing at maybe 60-70% of their class's DPS potential, because encounter killtimes are usually "slushy".

    However, if an enrage timer is suddenly tuned mercilessly-tight, then — after too many vexing 1-2% wipes — your 60%-performing friend is probably going to get a Zoom call from Vishal Garg soon.

    ———————————————————

    Healing faces the same issue: If you tune it tightly enough to allow the best-of-the-best Healers to shine decisively, and to force all Healers to fully-utilise every tool and cast-GCD to its limit, then... a lot of Healers in that 1-60% (or 70, or 80, or 90, etc) range just won't be able to keep up.

    And because the "enrage" for healing is "not being able to keep up with damage intake"... if you tune healing tightly, then when you bring your 60%-performing Healer friend, other players just KO, causing frequent or prolonged interruptions to those players's ability to control and play their character at all, through (ostensibly) no fault of their own.

    And that tends to quickly breed intense frustration, hostility, stress, resentment, etc.

    ———————————————————

    So, even in games with more demanding incoming damage philosophies, Healing still ends up being relatively "slushy" across most tiers of content — in terms of not being tuned even remotely-close to requiring truly, algorithmically-optimal Healing play in order to "succeed".

    And thus, space is opened up once again for pushing-out Healers: either by bringing in the most cutting-edge Healers, who can maximise casts and tools (and thus potentially pull the duty of an entire other Healer, or etc), or by just exploiting the utility tools that inevitably get peppered across other Roles... same as occurs in XIV.

    ———————————————————

    So, in order to not create a severe exclusionary problem and a lot of "social PvP", Healing inevitably needs to be given larger margins of error, and some amount of technical excess in its toolkit vs. the damage intake that "most" (if not all) content produces.

    Logically, then, it makes sense to offer Healers the same thing as other Roles, but in reverse — ie, if "other Roles" are allowed to dabble in Healing utility, then Healers are allowed to dabble in DPS utility.
    This allows more skilled Healers to still have a goal to strive for and refinements to achieve, even if they've overcome the healing demands for a given piece of content.

    ...And, indeed, in other games, Healers tend to have a reasonable kit of damage options tacked-on — not as sophisticated as a "real" DPS, perhaps, but enough to give them at least a minor challenge to work on refining, and some entertainment even when Healing is covered adequately.

    And this solution "scales well", because Healers who are struggling more can just focus more on Healing, rather than simply wiping their team — the differentiation between Healer skill levels, and the sense of "growth" as a Healer, is filled-in more by working-in the successful utilisation of other tools than by raw Healing capability.

    (Setting aside that resource-management — the tension between pouring out high-power healing, and running out of fuel to do it — is also usually a significant part of Healer gameplay and refinement as well... something else that FFXIV has become terminally-allergic to)

    ———————————————————

    ...And then we have FFXIV, which has aggressively gone out of its way to remove all other tools from Healers — right down to even having a DPS rotation to strive for.
    This creates a problem: Either you reward Healers with equal DPS to everyone else, despite pressing ~1 button to perform that output... or you "tune down" Healers proportional to the simplicity of their damage "rotation".

    The former option is strange, and would (to go to a hyperbolic extreme for example's sake) paradoxically-encourage replacing real DPS with Healers, since they can accomplish the same thing for less effort and distraction.

    The latter option, however, only more heavily encourages swapping-out Healers ASAP once they're not "needed" any more, because they physically can't "pull their weight" any harder on DPS without creating a tuning nightmare by packing ridiculous power into their single damage button.

    In actual practice, the XIV team seems to be trying to dodge both issues by just hard-coding mechanics to target the Healing role.

    ———————————————————

    So, I think the perspective should be kept a little more clear regarding this:

    Trying to squeeze out dedicated Healer roles whenever the opportunity strikes is not unique to FFXIV, it's a fundamental problem that's inherent to the "RPG Healing" paradigm / design.

    FFXIV's mangled design path, however, has perhaps served to exacerbate, magnify, and encourage this mentality to an increasing degree, as the Healer role continues to stagnate creatively, developmentally, and mechanically.

    ———————————————————

    As for potential solutions...?

    Honestly, I don't see very many, assuming nothing significant changes about the overall design framework.
    You can pump up damage intake. But this has limitations, because it's inherently exclusionary.

    Now, you can certainly say, "Good, I want lower-skilled players to be excluded until they either get better, or give up and quit" — that's a philosophy that has definitely been prevalent throughout the existence of gaming (frankly, even long before modern, electronic gaming).

    However, it's also clearly anathema to the current SEBU3shida philosophy, so probably a non-starter to begin with — and even if done, it will probably hit a hard wall sometime around Extremes, and not be extended any further "down" into content, leaving the same old mess in the rest of the game.

    ———————————————————

    Or you could dramatically pump up Healer rotational involvement, and DPS output in turn — bringing them much closer to, say, Dancer, and treating them more like "DPS-with-Utility" (ie, the current PvP approach), and thus reducing the temptation to cut them out of content when optimising.

    This would fit very cleanly into the FFXIV combat system (such as it is).

    However, this is also clearly anathema to the current development philosophies, because "Healers should be healers" (or... something), and it's apparently too confusing / threatening / traumatising / upsetting / ??? to White Mages in Japan if they have more than 1 damage key.

    ———————————————————

    Or, perhaps you could reposition Healing to more of a broad Support role — so that even if you don't need raw Healing, there's still a "good reason" to bring Healers.

    For example, make Bravery a Healer Role Action — blah blah "partywide 10% damage increase, 60s cooldown" — and then also give each Healer its own version of something like both Chain Strategem and Cards, so that you're still incentivised to bring 2 Healers, if the game needs that kind of tidiness.

    For example, White Mage Dia increases the target's damage taken by 5% while active, and White Mage gets a third kind of Lily (OGCD, and separate from the Afflatus Lilies) that increases the target's Critical Strike chance by 10% for 30s.

    ...But I can already see SE's consternation: "If we give Healers DPS-increasing support tools, then the Support DPS like Dancer will surely feel confused about their identity. We need to keep the Support DPS feeling meaningful, so we cannot do this. Please understand, thank you. Consider pressing Glare in Ultimates if you are seeking a challenge as Healer."

    ———————————————————

    ...So, honestly, unless there's some fundamental shake-up inside FFXIV's design team or design philosophy, I kind of think Healers are just doomed, design-wise.
    (6)

  10. #230
    Player
    OM3GA-Z3RO's Avatar
    Join Date
    Aug 2020
    Posts
    209
    Character
    Celestria Thurmand
    World
    Zodiark
    Main Class
    Dark Knight Lv 90
    People keep pointing out that since Healers are obsolete because of TOP, It's not just in TOP it is in Dungeons as well, while TOP no Healer clears are done by the select few groups, Dungeons are supposed to be the mere definition of having a team of the holy trinity but Tanks (Except for DRK and maybe GNB) are able to fulfill the entire trinity roles. I personally grab my WAR and get 3 DPS (Because having a premade party ignores restrictions) to do my Expert, LvL90 and Leveling roulettes because it is much faster.

    They need to tone down the Self Healing on Tanks, crank up the Damage done by enemies and give healers more utility and more options to Damage, Healers are bloated with OP instant healing spells which forces them to just press their 1 button DPS rotation and their occasional 1 dot button.
    (3)
    Last edited by OM3GA-Z3RO; 07-05-2023 at 09:54 PM.

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