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  1. #1
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
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    3,672
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ty_taurus View Post
    My original post was about what needs to happen to fix the healer role. Whether or not the design team ever will is an entirely different conversation, which is why I feel it was disingenuous to criticize one point with a problem that I already answered in the same original post. If you don't think that will ever come to pass, then that's a different conversation. I also thought Red Mage would never come to pass prior to Stormblood because it didn't match the holy trinity format established by XIV, and here we are. People are allowed to change their minds after all. They changed their minds about bow mage. After the release of Super Smash Bros Brawl, the producer stated Animal Crossing would never get a fighter added to the series because it wouldn't make sense. Fast forward 4 years and Villager was the first newcomer announced for the 4th game. People change their minds sometimes.
    Yes, however what I replied to, specifically, has nothing to do with fixing the healer role but is simply a preference on gear distribution. You're now conflating healer design and how individual statics decide they want to divvy out loot. Both are subjective but only one is an actual design issue.

    Red Mage is a poor example because adding a new job is far easier than completely overhauling an entire role. Likewise, Bowmage died because it was near universally hated. Which, much to many of our chagrin, is not the case for healers. It's like those bemoaning EW Summoner. Some may despise the changes but considering it's widely considered the most popular job in the game now, there isn't exactly much incentive to scale it back.

    Quote Originally Posted by ty_taurus View Post
    Um... Tanks already have to weave mitigation and healing in the middle of their rotations and burst windows now. You don't think tanks have to manage things like Reprisal, Divine Veil, Shake it Off, or other kinds of tools regularly? Even DPS do that. I do that as a Dancer all the time. Sometimes I even need multiple healing/mitigation cooldowns during my buff window. Anyone who thinks healers are playing some different type of game than the other two roles just isn't playing healer correctly.
    I never said they didn't. What I implied is you'd either have to add several more buttons on top of what the tanks already have or completely overhaul the healing kits to make this new design work. To be fair, I probably should have worded that better. Nevertheless, they simply aren't going to do the latter because that isn't the design philosophy they want for healers. None of which is to say I agree with it but not only have they spent two expansions downscaling the complexity of everything, they specifically addressed people asking for a return to Heavensward and said they had no intention of doing so. Considering the sheer popularity of the game right now, there isn't exactly an incentive to turn around and aim for a complex direction.

    Quote Originally Posted by Shurrikhan View Post
    They almost always... are, though, when not doing so would cause a death.
    No, they are not. Outside of the casual demographic, who isn't all that concerned about healer design whatsoever, they aren't GCD healing during burst windows beyond very early prog where nobody cares about damage. They'll cover those scenarios with oGCDs and external mitigation from other roles. If Reprisal is missed, more often than not someone will die because you're not getting a shield. Now if they notice they may adjust in time but that shouldn't be the expectation when Reprisal should have been there.
    (0)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  2. #2
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,406
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ForteNightshade View Post
    Even with that aside, there's simply no reason for healers WAR to do the same damage as tanks GNB in their present state. They're pressing one button a very simple rotation, compare to the juggling Gunbreaker deals with or the oGCD fest Dark Knight has. Besides, gear priority is static dependent. Plenty on the more casual side and even some midcore do FFA.
    And yet WAR does indeed keep up, very well, with the damage that GNB does, in fact it also often beats DRK. It's almost like the number of buttons in the rotation plays little to zero impact on the balance of how much damage they do. Which means the number of buttons the healers have atm, should not be a factor in how much damage they do relative to tanks. Besides that though, the point is that some people are asking for healers to have more buttons, which by your logic of 'more button = more damage potential', would result in what Ty says, where healers and tanks, played optimally, would do roughly the same damage

    It was funny seeing WHM outdps PLD in SHB though, just because of the whole 'it's a rdps gain for the PLD to use Req on Clemency, rather than forcing the WHM to drop a Glare for a Cure2', of course, this degenerative gameplay is an affront to the natural order of 'healers are sixth class citizens in the game' and had to be crushed immediately, can't have those WHMs getting a taste of fun/rewarding gameplay

    Quote Originally Posted by ForteNightshade View Post
    Red Mage is a poor example because adding a new job is far easier than completely overhauling an entire role. Likewise, Bowmage died because it was near universally hated. Which, much to many of our chagrin, is not the case for healers.
    I'd personally argue that the overhaul to cards going into 5.0 is equal in scale to Bowmage being reverted. I'd argue that removing an entire playstyle (noct sect) is equal in scale to Bowmage being reverted. Both of these happened to the same class, Healers have definitely seen Bowmage level changes. We just find the direction of the changes we got to be akin to the implementation of Bowmage, not the reversion

    Quote Originally Posted by ForteNightshade View Post
    they specifically addressed people asking for a return to Heavensward and said they had no intention of doing so. Considering the sheer popularity of the game right now, there isn't exactly an incentive to turn around and aim for a complex direction.
    Which is why I, and hopefully others if I've managed to convince anyone with my rambling, think that, since we the disgruntled healer mains hate 5.0 onwards, SE hates the idea of 3.0 or earlier, that 4.0 is the ideal middleground. No Cleric Stance dance rubbish, no Astrodyne/blandcards, SCH has several DOTs, AST has 'interesting cards' but no Royal Road (keeping Div as the 'predictable, 2min raidbuff' = easier to balance it's RDPS contribution), WHM keeps it's remade Lily/Misery system (which also addresses it's MP management issues from earlier incarnations), etc.

    There's only so many times a player can run through a EX roulette smashing Art of War and zero healing GCDs before they start to think 'hmm I wonder if it'd be more fun to do this on a DPS, even if that does mean a queue time to sit through'. Oddly, I don't recall many complaints that 'oh I can't keep up with all these DOTs on SCH'. In fact, I don't remember any at all. All I remember from those times was 'Why is WHM lily so bad' and 'Why is AST so damn good'. The solution to anyone with common sense is 'buff WHM to be as good as AST and SCH'. SE's 'solution' was to kneecap SCH and AST down to WHM, because WHM is the 'face of healing' and if that's bland as hell, everything needs to be bland as hell to match

    Quote Originally Posted by ForteNightshade View Post
    No, they are not. Outside of the casual demographic, who isn't all that concerned about healer design whatsoever, they aren't GCD healing during burst windows beyond very early prog where nobody cares about damage.
    I cannot speak for every WHM player, but I can assure you that if I need to Rapture during a burst window to keep everyone alive, I will absolutely Rapture during a burst window. It's not costing a Glare when I Rapture inside raidbuffs vs outside, it's costing me 'the damage boost that the raidbuffs apply to that Glare', I still get the Glare's damage back via Misery at a later point. In that regard, the damage cost is actually quite negligible, in the group I reclear with atm it would lose Brotherhood, Mug, Techstep and Searing Light/Embolden depending on what the caster is playing. By my maths, that combo of buffs (with embolden since it's bigger, for the sake of the example) puts Glare's effective potency at 376.8, meaning my 'lost damage' from 'Rapture at wrong time' is 67p. That is basically one tick of Dia. It's 2/3 of an Energy Drain. I'll happily pay 'one tick of Dia' worth of damage for the sake of safety

    Besides that, there's plenty of examples where the boss does a set of mechanics that require healing, during the 2min window, and while other more competent healers than me might have ways to avoid having to heal until the buffs fall off, I'm of the mind that 'I don't care I just want this reclear out of the way, so I'll press Rapture it's not that big a deal'
    (7)
    Last edited by ForsakenRoe; 07-05-2023 at 02:17 AM.

  3. #3
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForteNightshade View Post
    Yes, however what I replied to, specifically, has nothing to do with fixing the healer role but is simply a preference on gear distribution. You're now conflating healer design and how individual statics decide they want to divvy out loot. Both are subjective but only one is an actual design issue.
    My original post was about what needs to happen to fix the healing role. The only part of your response I was referencing was where you specified that 'it doesn't make sense for healers to have as high damage output as tanks because they mainly just have 1 DPS action' which completely disregards the point I had made in the same post that the healers would need more DPS actions. I'm not talking about the rest of what you're saying. You can't criticize one bullet point of a proposal while completely disregarding another bullet point that quite literally answers the criticism of the first point. And, I'm sorry, but I'm not interested in what you think is or isn't possible in the future. It's entirely irrelevant to what I was talking about and is overall a useless argument anyway because unless you're a time traveler, you will never know what changes will occur in future expansions.

    I'm not saying anything will or won't happen, but expansions are periods of great change in a game like this. It has happened with literally every other expansion before EW--things changed a lot. This is the only time where we've basically changed nothing from one expansion to the next, and everyone seems to think it's written on the rosetta stone itself that that means no change will ever happen again. I have no idea what changes will occur in the future. I'm not making an argument for any of that. I'm just saying what medicine this game needs to cure the healer problem. Whether or not the design team is willing to take that medicine doesn't change the fact that the medicine is needed.
    (7)