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  1. #1
    Player
    ForsakenRoe's Avatar
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    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    I didn't say that it did? I said no Job has a combo system where parts of the combo (things that proc a further step in a chain) have cast times which can be interrupted if the player has to move, is knocked back, etc. I didn't say anything about procs being consumed due to interruption...
    Yes, but if you go back in time a bit, there was one example of this being the case: HW MCH. And to make it function correctly, rather than have it as an actual combo, it functioned more like what we know now as 'Clean Shot Ready'. Getting to the 2 or 3 in the combo removed the cast time, yes, but the first step always had the cast time before chaining into the second, unless you used Rapid Fire. Still, point stands, a cast time action that functioned as part of a 1-2-3 combo

    Though, the overall issue of 'losing your 1-2-3, cast times or not, due to interrupting casts, moving mid cast, etc' is moot, because if you were to miss, for example, the combo step you're on does not advance, nor is it lost, you just have to try that step again until you land a hit. I would imagine that a 123 that had cast times would be the same, it only advances you to the next step if you successfully 'trigger the effect of the move', which means interruption via movement, missing because blinded, all of that, would all be non-factors.

    But again I default to 'why have 1-2-3 combos, cast times or no, when we could have the much more dynamic 'X ready' procs and SonicBreak style seperate-CD-GCDs, which IMO fit much more cleanly with the overall design of the healer role, being as it's meant to be the 'quick, react to this guy standing in the fire' role. Yes, the 1-2-3 won't get interrupted by you casting Solace, sure, but I'd argue the 'feel' of using 12/15/21/30 whatever staggered timer CDs, and filling with Glare etc, just 'feels' more right. Because you'd be able to make decisions with that kind of design, that you can't with a 1-2-3.

    Take an example fight. At some point in the next 6 GCDs, Jimmy Samurai is going to get hit for a lot of damage because you can see he's playing greedy and does not seem too aware of the 'tell' of the boss unless it's a giant orange AOE. Let's say it's the trampling wildlife in Lapis first boss. With a design that has, eg, a 12s DOT and a 15s GCD, you have to decide: If Jimmy takes a hit when it's time to refresh the DOT, do you delay the heal or the DOT refresh? Same with the 15s GCD, which gets delayed? Does this lose you a use over the fight? If you choose to delay the DOT refresh, does this mean that both the DOT and the GCD are now 'ready' on the same GCD, and now you have to choose which to prioritize? And then, if it turns out the GCD that is 'removed' because you had to substitute it with a Solace is a filler Glare, yippee, nothing is misaligned, everything continues as normal.

    Contrast that with a 1-2-3. You're planning to go 1-2-3-1-2-3 for your 6 GCDs. At any point where Jimmy gets trampled by the wildlife, you can simply throw a Solace in, such as 1-2-3-1-Solace-2-3. There's no additional thinking required, you just continue on after pressing the heal, as if nothing happened. And as such, it's hard to see how 1-2-3 equates to much more than just 1-1-1 again, without additional things like SAM's Sen or NIN/WAR's upkeep buffs. But those are presumably too complicated for healers to worry about. If they had existed in the ARR-SB times, they'd have been removed in SHB with the reasoning of 'we had data showing that many healer players struggled to keep the buff active, while also managing their healing output, so we have removed the buff upkeep and made the effect permanent, so healers can focus on their healing output more'

    IDK I just feel like there's a lot more that can be done, in all design directions with 'X Ready' compared to the rigidity of 1-2-3s, bearing in mind that this is the healer role we're on about. Like, let's say you want to add a new action that is a hybrid of healing and damage. Let's say, a SGE action that does damage, and also applies one layer of Haima to the Kardia target. With 1-2-3 as the 'solution' opted for, you're stuck: it's part of the 1-2-3 (probably as the 3), and you have little to no decision making over it's timing. It's effect is just 'there', as is the case with Brutal Shell's shield on GNB. But, if it were on a 'Melainachole Ready' (example name) proc, there's more options. Perhaps the proc can stack multiple times, so you can 'save' uses for that multihit TB in... well, P9S, P10S, P11S, P12Sp2 all have one. Alternatively, if it's not a 'proc' but a standalone CD like Phlegma, Krasis, Pneuma, Toxicon (god forbid), maybe there's a way to get additional uses, that a 1-2-3 can't do (except spellspeed melds lmao). Toxicon gets more uses because of shield breaking giving Adderstings. The damage lost/regained ratio leaves something to be desired, but the underlying design is interesting. You could, then, have something like this:
    Melainachole: 1.5s cast, 45s charge time, 2 charges
    Do damage to enemies in a cone in front of you with a potency of <Dosis potency> to the primary target, and 50% less to all secondary targets
    Additional Effect: Applies a barrier with a potency of 100 to Kardion target. Multiple uses of this skill will apply additional stacking barrier layers.
    Additional Effect: When damage is dealt via Dosis or Dyskrasia, the recharge time of Melainachole is reduced by 1s.
    This action does not share a recast with any other actions.

    edit: this is 100% unrelated to previous stuff, but I just had an idea: What if, instead of actions who's CDs replenish over time, we had a new kind of action, where you had only X amount of 'use' for the fight, and after that it's gone, such that you want to ration it out? As an example, Flamethrower for MCH. What if it were reworked to be much stronger such that you'd want to use it in single target, but you only have 30s of fuel, across the whole duration of the encounter? You'd want to put the channel times in points of the fight where you know you can stand still for a bit

    Alternatively, cooldowns with 'charges' like we have now, gapclosers, Gauss Round, etc. But, you have, say, 5 charges of an action across the fight, and it does not recharge naturally. But, you CAN earn additional charges by using another part of your kit. As a quick and dirty example, imagine a Chemist class, where you have your basic crap, Cure/Medica analogues, and that's your fallback for when things are stressful. Your OGCD suite will be what you'd want to rely on, as is the case for every healer (bar one notable exception) in this game, but it's made from several of these non-recharging actions, so for example, 2 stacks of Indom-copy, 3 of Lustrate-copy, 1 of '1200p total regen', and to replenish them, you have to 'mix' a new charge as part of your job's mechanics. Rather than being gated by simple CD timers, you're instead gated by how fast you can perform the mixing. EG, if there's 3 filler GCDs of equal potency, correlating to a red/green/blue chemical, and you have to use a certain combo to mix a new charge of one of the OGCDs, you could fast-track certain skills to come back sooner. If you know there's a lot of AOE healing needed coming up, you can purposely use only the combo that mixes into an Indom-bomb, and replenish that sooner, and then mix up the other combos later
    (1)
    Last edited by ForsakenRoe; 08-14-2023 at 07:26 PM.

  2. #2
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
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    1,207
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    All healers need is just some useful and unique healing tools that actually matter in encounter design while reducing healing oGCDs to actually put emphasis on not ignoring our healing GCDs, replaced with skills that actually can make a difference to unique mechanics. As it is, healing GCDs are rarely/less likely used and basically take up hotbar space in favor for oGCD usage when oGCD usage could be handled to not just take away healing GCD uses.

    Ex: Applying a targeted party member a tethered totem that takes damage in place of it. With both a HP bar and a body-count, it can work in both body-count checks and work for lowering damage on a tank/DPS when targeted. Multi-purpose versatility.
    Ex: Allowing healers to apply float to remove lava damage / fall damage / poison in encounters and designing boss fights with interesting environmental zones that could apply constant DoT debuff.
    Ex: Allowing for an expanded DPS toolkit for solo play now that they rely on GCD heal more, making every hotbar button just as impactful in the grander scheme of things.

    Quote Originally Posted by ForsakenRoe View Post
    Melainachole: 1.5s cast, 45s charge time, 2 charges
    Do damage to enemies in a cone in front of you with a potency of <Dosis potency> to the primary target, and 50% less to all secondary targets
    Additional Effect: Applies a barrier with a potency of 100 to Kardion target. Multiple uses of this skill will apply additional stacking barrier layers.
    Additional Effect: When damage is dealt via Dosis or Dyskrasia, the recharge time of Melainachole is reduced by 1s.
    This action does not share a recast with any other actions.

    Stop settling for DPS neutral skills. They're literally and functionally worthless. Skill's damage potency should always be worth more than your main functioning skill <Dosis>. The gain from applying a barrier should be enough of an opportunity cost to offset using that skill in early. Otherwise, it just means the healing effectiveness of the skill wasn't big enough that people wouldn't be using it other than for DPS. That just implies the skill is fundamentally worthless as a DPS action and it's just all fluff to hide the fact that it's another way to package an oGCD tool.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by AnotherPerson View Post
    Stop settling for DPS neutral skills. They're literally and functionally worthless. Skill's damage potency should always be worth more than your main functioning skill <Dosis>. The gain from applying a barrier should be enough of an opportunity cost to offset using that skill in early. Otherwise, it just means the healing effectiveness of the skill wasn't big enough that people wouldn't be using it other than for DPS. That just implies the skill is fundamentally worthless as a DPS action and it's just all fluff to hide the fact that it's another way to package an oGCD tool.
    Is this, too, just advocating for more opportunity for GCD healing for the sake of healing (which in turn requires more damage intake)? Else, it seems like you're following a different understanding of "damage-neutral" than its typically used here and on Reddit.

    :: To be clear, if it takes 2 GCDs to prep and use a Toxicon, then for it to be damage-neutral without raid buffs, its potency must be twice the damage of the filler attack (because it's 2 GCDs, and the filler attack is the opportunity that was lost to use it). A "damage-neutral" Toxicon, given a 330-potency Dosis III, would already be 660 potency, not 330, as far as the term is used here.

    Sorry, the idea that we shouldn't "settle" for damage-neutrality makes it sound like you want more in terms of damage, so I'm just a bit confused.


    Quote Originally Posted by AnotherPerson View Post
    All healers need is just some useful and unique healing tools that actually matter in encounter design while reducing healing oGCDs to actually put emphasis on not ignoring our healing GCDs, replaced with skills that actually can make a difference to unique mechanics. As it is, healing GCDs are rarely/less likely used and basically take up hotbar space in favor for oGCD usage when oGCD usage could be handled to not just take away healing GCD uses.

    Ex: Applying a targeted party member a tethered totem that takes damage in place of it. With both a HP bar and a body-count, it can work in both body-count checks and work for lowering damage on a tank/DPS when targeted. Multi-purpose versatility.
    Ex: Allowing healers to apply float to remove lava damage / fall damage / poison in encounters and designing boss fights with interesting environmental zones that could apply constant DoT debuff.
    Ex: Allowing for an expanded DPS toolkit for solo play now that they rely on GCD heal more, making every hotbar button just as impactful in the grander scheme of things.
    This would be neat.

    I feel like you wouldn't need to devote discrete buttons to them, though / could hit multiple objectives with the same action. For instance, you could turn what was formerly Aero III into something that can target enemies and allies alike, splitting DoT AND Sprint+Float duration among enemies and allies respectively. Something like that totem could likewise ALSO be a damage-capable CD that allows you to single-target attacks or heals into it before raid-buffs / add spawns or raid damage in order to burst it for AoE damage or healing. And with that, your healing skills are still worth pressing / fun to press even when less healing is required. (Though, yes, I feel that Healers' relative healing requirements should be increased regardless.)
    (0)
    Last edited by Shurrikhan; 08-15-2023 at 03:20 PM.

  4. #4
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    To say that no job could ever have casted combos because they are "subject to interruption" would require that the ability to make sequentially unlocked actions can currently be wasted by interruption.

    They cannot and never have. The end.
    What?

    I know you're desperate to show me up every chance you get...but this ain't it, Shurrikhan.

    I didn't say interruption CONSUMED VERSTONE/FIRE READY. You pulled that claim completely out of your bum and are trying to avoid admitting it. And people say I won't admit mistakes... And that's not a subjective/opinion difference. You outright said I said something that I didn't say.

    .

    Anyway, I didn't say it CAN'T be done. I said there's no current example in the game of it.

    And no, that statement wasn't an implied "it can't happen", either. It's more me pointing out the direction the Devs have seemed to want to go with rotations and combos, and that they haven't seemed interested in having cast time versions. Further, Roe added another wrinkle...

    Quote Originally Posted by ForsakenRoe View Post
    ...
    ...in that this once existed but was removed. Meaning it's even more unlikely we'll get it.

    Though this is kind of funny. When I first started dabbling with MCH was in SB, I think. I don't think the abilities had cast times then. Maybe when I VERY first started, but I remember them changing...Gauss Barrel, was it? I think it HAD been a toggle (that put a visual on the end of your gun's barrel) that did something (something to do with heat or maybe that was the Wonderer's Minuet that gave its abilities cast times to increase their damage?), but I think they changed it away from that. I don't remember much of MCH from back then because I only messed around with it up to level 45 or so. ShB was when I went back to level it, I think. Though I still remember the Reload and Quick Reload animations (I think they gave you magic bullets that would guarantee your skill would proc the next higher level one? Though I don't remember if they had cast times then...)

    Anyway, does seem to agree with the idea it's unlikely that's a direction the Devs want to go.
    (0)

  5. #5
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
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    412
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Simple barrier stacking solution : on/off stance ; if active, switch the crit barrier order.
    that way you can have 2 barriers healers, and at most the equivalent of a crit barrier so not much cheeze
    edit : If deployment only spread gavlanize (no matter the stance), no cheeze at al I guess
    (0)
    Last edited by Calysto; 08-17-2023 at 11:05 PM.

  6. #6
    Player
    Katish's Avatar
    Join Date
    May 2022
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    350
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Calysto View Post
    Simple barrier stacking solution : on/off stance ; if active, switch the crit barrier order.
    that way you can have 2 barriers healers, and at most the equivalent of a crit barrier so not much cheeze
    edit : If deployment only spread gavlanize (no matter the stance), no cheeze at al I guess
    Why have it stack when they can already out-heal pure healers when it matters? Lel, the concept of pure vs shield healers is a travesty in that regard.
    The pure healers are more like situational healers at best.
    But healing altogether is a meme because we don't even need healers tbh [and this will continue moving forward with tanks and dps taking up more of the healing. (Which I'd like to see, just to bring the point home that we really aren't needed. Which will bring attention to issues more, making it more apparent.)]
    (3)

  7. #7
    Player
    vetch's Avatar
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    Aug 2022
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    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Katish View Post
    But healing altogether is a meme because we don't even need healers tbh [and this will continue moving forward with tanks and dps taking up more of the healing. (Which I'd like to see, just to bring the point home that we really aren't needed. Which will bring attention to issues more, making it more apparent.)]
    No, the playerbase is already so spoiled by having free healing tools everywhere and DDR fights that deal no damage when you stand in the right spots that there'll be a huge uproar if the devs so much as glance at restoring the trinity model to a balanced and healthy state.

    For a free preview, check out what WAR mains say right now when non-Warriors ask about reining in WAR's ridiculous sustain.

    Now extrapolate that outcry to all the healers who will have to give up their super-powered oGCD heals, and to all the tanks who will now be squishier so that healers will have more healing to do, and to all the players in general who prefer DDR battles to RPG ones because they get anxiety when the healer leaves their HP at 70% for ten seconds to triage someone else. It'll be a hurricane of "Balancing the game is all well and good, but can't you do it without making MY main job any weaker?"

    Further worsening the problem won't make the changes any easier to make.
    (3)
    he/him

  8. #8
    Player
    Katish's Avatar
    Join Date
    May 2022
    Posts
    350
    Character
    Cat Toy
    World
    Mateus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by vetch View Post
    No, the playerbase is already so spoiled by having free healing tools everywhere and DDR fights that deal no damage when you stand in the right spots that there'll be a huge uproar if the devs so much as glance at restoring the trinity model to a balanced and healthy state.

    For a free preview, check out what WAR mains say right now when non-Warriors ask about reining in WAR's ridiculous sustain.

    Now extrapolate that outcry to all the healers who will have to give up their super-powered oGCD heals, and to all the tanks who will now be squishier so that healers will have more healing to do, and to all the players in general who prefer DDR battles to RPG ones because they get anxiety when the healer leaves their HP at 70% for ten seconds to triage someone else. It'll be a hurricane of "Balancing the game is all well and good, but can't you do it without making MY main job any weaker?"

    Further worsening the problem won't make the changes any easier to make.
    I'm just quoting the direction they're likely to take lel given what they have already done, I didn't say I supported it, in fact it's the opposite. As to why I'd want them to do so, is only to realize how bad of a healer design philosophy they have made. When healers are COMPLETELY replaced in everyday instance, all PF with nothing but DPS, perhaps then they'll declare something is wrong. We have to watch it burn before it can rise anew, and I'd rather they tarnish the role quicker to make that rebirth happen sooner. Though given they have signed off on this healing concept, Endtrail(Dawntrail) might make it happen quicker, we might see much needed changes within the expansion or next expansion hopefully. If they do nothing, well the role dies and then they have to figure something else out.

    All healers imho need a redesign and re-imagining (shield and pure concept is absolutely stupid), because what they contribute in value is for naught, in a static and in normal content. When the tanks and dps do our job for us, what's the point? Healers need to have their combat brought up with new combat skills, heals considered in fights, removal of redundant heal skills, and other designs tailored just for the healer role. The tanks need some redesign. (they are not the healers, therefore they should not have heals) They should specialize in defending party members and guarding hits, and they need a new resource that isn't healing HP... (maybe removing their mitigating skills and combining it to make a new resource, with their different kit each manipulating it differently, might make for interesting tank design (unsure, though I've seen other games use Super Armor before so it's not unheard of). The DPS AOE heals need a longer cooldown, and should only act as support to the healers, not a replacement, save for single target heals (those are fine, although SMN could use their Physick converted over to INT).
    (0)
    Last edited by Katish; 08-22-2023 at 10:38 PM.

  9. #9
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Calysto View Post
    Simple barrier stacking solution : on/off stance ; if active, switch the crit barrier order.
    that way you can have 2 barriers healers, and at most the equivalent of a crit barrier so not much cheeze
    edit : If deployment only spread gavlanize (no matter the stance), no cheeze at al I guess
    ...This seems needlessly convoluted. Any they probably shouldn't be allowed, at the least, to stack against the same hit anyways. Leave them as is, with the larger remaining absorb effect taking over, or have damage simply drain the larger one first and only use one at a time (the remaining damage from a tankbuster larger than the larger barrier would go through, rather than also consuming the smaller barrier).

    As is, atop barriers not being as bottlenecked pure heals (are by max HP), "barrier healers" generally just output more sustain (damage nullification + HP recovered) altogether. Sage puts out almost a quarter more healing than White Mage. Yes, WHM's relative performance might increase faintly and SGE's would shrink if there were far more damage taken, but... there isn't.

    I appreciate future-proofing for likely challenges or changes, but... this state looks likely to continue for the next couple expansions at the least. Given that, allowing barriers to stack can be pretty much irrelevant to those affected (who are overpowered enough not to care even if they frequently thus afflicted... which they aren't), while a bit of slap to the healers who'd be further made inferior by comparison. So, change it, sure, but... as part of a larger bundle that actually balances them down to the level of pure healers or vice versa.
    (3)
    Last edited by Shurrikhan; 08-18-2023 at 05:28 AM.

  10. #10
    Player
    Calysto's Avatar
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    Aug 2019
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    412
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Balancing is another issue entirely ; just saying it wouldn't really break it more than it already is.
    A barrier healer should want to cast it's shields.
    (1)

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