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  1. #1
    Player
    WaxSw's Avatar
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    Waxillium Larede
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    Twintania
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    Quote Originally Posted by Kacho_Nacho View Post
    If you are using healing spell, you're not hitting a damage button. So, there is no spamming going on. If there was something else you could cast which would help the party's performance, you wouldn't be hitting a damage button, So, again, no spamming is going on. The only time spamming 2111 etc... would happen is when you had nothing to do except deal damage. So, the big issue isn't the damage kit, it's the healing kit and the content.
    You could have the most interesting healing kit of the history of gaming, if the content is designed in a way that does not push it it will be useless because healing has a usefulness cap, and the game is not precisely lacking of content that does not push not even the current healing kit (like msq or normal content). On top of that due to healing being something with a usefulness cap (because if the enemy is going to deal 10k damage its useless to heal 20k instead of those 10K) the more the gameplay evolves and players optimize the more present the 2-1-1-1-1 rotation is making the job more dull the better the player is when the opposite is what should happen.

    This is leaving outside factors like how the encounters are scripted which makes this optimization (and the subsequent abundancy of moments spamming 2-1-1-1-1-1) even more present.

    I disbelieve this. I feel most people drawn to being a healer would rise to the challenge.
    You can disbelieve it as much as you want but look at what happened the previous tier, the healing requirements increased drastically and a lot of healers simply left because they coudnt handle them (among other factors), no only that but if you go to the forbidden raiding website you'll see how the majority that ask for more healing have never faired well/entered in content that required that healing they ask for.

    Sure, there will be some who won't; but, it'll be silly to make healers into primarily damage dealers with a side of healing abilities. Healers shouldn't be like Blue Mages.
    No one is saying they should be primarily damage dealer, that's the strawman that those who dont want to engage in an actual useful discussion throw around. We ask for a better rotation, that does not mean we are damage dealers, look at healers in the past of the game and they were not only healers but also capable manage much more damage actions. There is a wide margin between dps rotation and the current 2 button rotation, we ask something closer to the middle not something all the way up to dps.

    It's not like a healer is going to be surprised that they have to heal in a duty.
    See the paragraph about EW 2nd savage tier, one thing is that they know that they may have to heal, another very different is if they can handle that healing
    (9)

  2. #2
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    Kacho_Nacho's Avatar
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    Quote Originally Posted by WaxSw View Post
    You could have the most interesting healing kit of the history of gaming, if the content is designed in a way that does not push it it will be useless because healing has a usefulness cap, and the game is not precisely lacking of content that does not push not even the current healing kit (like msq or normal content). On top of that due to healing being something with a usefulness cap (because if the enemy is going to deal 10k damage it's useless to heal 20k instead of those 10K) the more the gameplay evolves and players optimize the more present the 2-1-1-1-1 rotation is making the job more dull the better the player is when the opposite is what should happen.

    This is leaving outside factors like how the encounters are scripted which makes this optimization (and the subsequent abundance of moments spamming 2-1-1-1-1-1) even more present.
    You are talking about the healer paradox. Simply put, the better the party plays, the less healers are needed. This is true in all MMOs, at least the ones I've played.

    While I'm not denying the current situation is boring, I feel the answer is to make changes to the healing kit, such as giving healers the buff/debuff abilities which damage dealers have currently. One idea I've seen bantered around is having heal spells restore a percentage of health, instead of having potencies. Perhaps, that'll address the issue of having healing spells being too powerful for the content.

    As for the damage kit, it could be expanded somewhat. But, my concern is S.E. will not provide us with challenging content. That would result in healers using their damage spells most of the time. They'd be like blue mages rather than healing classes. That's why I lean toward the idea of changing the healing toolkit to make healing fun again; rather than, adding a more involved damage rotation.


    Quote Originally Posted by WaxSw View Post
    You can disbelieve it as much as you want but look at what happened the previous tier, the healing requirements increased drastically and a lot of healers simply left because they couldn't handle them (among other factors), no only that but if you go to the forbidden raiding website you'll see how the majority that ask for more healing have never faired well/entered in content that required that healing they ask for.
    I believe two facts can be concluded from that circumstance. Bad healers will be bad and many of healers of the previous tier had become complacent because nothing prepared them for the previous difficulty. This is a tuning problem on the part of Square Enix and has nothing to do with the actual abilities those healers had at their disposal, healing or damage spells.


    Quote Originally Posted by WaxSw View Post
    No one is saying they should be primarily damage dealer, that's the strawman that those who don't want to engage in an actual useful discussion throw around. We ask for a better rotation, that does not mean we are damage dealers, look at healers in the past of the game and they were not only healers but also capable manage much more damage actions. There is a wide margin between dps rotation and the current 2 button rotation, we ask something closer to the middle not something all the way up to dps.
    Actually, that is what people are saying. Asking for a complex damage rotation is pushing healers further into the role of green dps, especially when players are saying they have nothing to do but spam two damage buttons. If you are a class primarily pushing damage buttons, what are you? It doesn't matter how many healing abilities you have on your toolbar, if you aren't using them.


    Quote Originally Posted by WaxSw View Post
    See the paragraph about EW 2nd savage tier, one thing is that they know that they may have to heal, another very different is if they can handle that healing
    So, the answer is to increase the number of damage spells healers cast? That makes no sense. Again, it is a tuning problem on the part of Square Enix and not an issue with what abilities healers have at their disposal. Changing the content is the solution to this issue.

    The big white elephant in the room is we healers have been spoiled by the ease of the content, the potencies of our heals, the MSQ, and all the other challenges presented to us by Square Enix. That needs to be addressed before anyone starts changing healer damage rotations.
    (2)

  3. #3
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    Shurrikhan's Avatar
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    Quote Originally Posted by Kacho_Nacho View Post
    So, the answer is to increase the number of damage spells healers cast? That makes no sense. Again, it is a tuning problem on the part of Square Enix and not an issue with what abilities healers have at their disposal. Changing the content is the solution to this issue.
    In part, yes. Why not?

    If you change the tuning such that, say, we spend as much time healing then as we do dealing damage now, that's going to be outright oppressive to your less skilled healers and, by extension, their parties. If we go back to even just Stormblood levels of relative healing requirements, well, we also had more involved damage-dealing back then.

    By all means, nerf free tank sustain back to roughly Shadowbringers levels (adjusted slightly, perhaps, for better parity and greater skill expression) and nerf Healers' healing by a good quarter or so (just flat out remove Maim and Mend [+30% damage and healing trait] from Healers while increasing attack potencies by at least that 30% in compensation), but there's no reason not to also add (back) new/returned offensive skills at the same time; we were plenty able to handle them back even in the most intensive eras of healing requirements and, to most, they felt good to use.
    (11)

  4. #4
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    Quote Originally Posted by Kacho_Nacho View Post
    The big white elephant in the room is we healers have been spoiled by the ease of the content, the potencies of our heals, the MSQ, and all the other challenges presented to us by Square Enix. That needs to be addressed before anyone starts changing healer damage rotations.
    Can I just ask you something, respectfully - what is the highest level of content difficulty you're talking about and doing? Are you claiming that Savage and Ultimate are easy for healers?
    (1)

  5. #5
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    Kacho_Nacho's Avatar
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    Quote Originally Posted by Shurrikhan View Post
    In part, yes. Why not?

    If you change the tuning such that, say, we spend as much time healing then as we do dealing damage now, that's going to be outright oppressive to your less skilled healers and, by extension, their parties. If we go back to even just Stormblood levels of relative healing requirements, well, we also had more involved damage-dealing back then.
    Shouldn't less skilled players be given a reason and opportunity to improve? It isn't engaging to go through content mindlessly. Players only stay with a game if it hooks them in some way emotionally.

    Also, is it fair for Square Enix to balance healers around the lowest denominator? If they continue to do that then FFXIV will continue to lose veteran healers, because they're bored, leaving only the least skilled.

    Quote Originally Posted by Shurrikhan;6327894

    By all means, nerf free tank sustain back to roughly Shadow Bringers levels (adjusted slightly, perhaps, for better parity and greater skill expression) and nerf Healers' healing by a good quarter or so (just flat out remove Maim and Mend [+30% damage and healing trait
    from Healers while increasing attack potencies by at least that 30% in compensation), but there's no reason not to also add (back) new/returned offensive skills at the same time; we were plenty able to handle them back even in the most intensive eras of healing requirements and, to most, they felt good to use.
    Totally agree.

    Quote Originally Posted by Nizzi View Post
    Can I just ask you something, respectfully - what is the highest level of content difficulty you're talking about and doing? Are you claiming that Savage and Ultimate are easy for healers?
    I'm saying everything up to that point was too easy. Healers weren't prepared for the sudden leap in difficulty. Difficulty should be a steady slope instead of big steps up, if you know what I mean.
    (2)
    Last edited by Kacho_Nacho; 08-28-2023 at 05:57 AM.

  6. #6
    Player
    Shurrikhan's Avatar
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    Quote Originally Posted by Kacho_Nacho View Post
    Shouldn't less skilled players be given a reason and opportunity to improve? It isn't engaging to go through content mindlessly. Players only stay with a game if it hooks them in some way emotionally.

    Also, is it fair for Square Enix to balance healers around the lowest denominator? If they continue to do that then FFXIV will continue to lose veteran healers, because they're bored, leaving only the least skilled.
    A 10-14x increase in GCD healing required (flipping the portions of uptime spent healing and portion spent attacking) is hardly a small and manageable shift. You already saw my suggestion, ultimately about a 25% nerf to outgoing healing (with small accordant changes), which would be itself a huge increase to GCD healing required because the largest factor forgoing the need for GCD healing right now is simply how much is provided for "free" via oGCDs.

    Let's not pretend that anything / everything short of a n absurdly extreme or "nuclear" option (more healing requirements than we've ever had before, just to balance out having the least engaging downtime activities we've ever had) is no change at all...
    (12)

  7. #7
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    Sebazy's Avatar
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    Quote Originally Posted by Kacho_Nacho View Post
    I'm saying everything up to that point was too easy. Healers weren't prepared for the sudden leap in difficulty. Difficulty should be a steady slope instead of big steps up, if you know what I mean.
    This is a big part of the puzzle for sure. For all it's jank, one thing 2.0 ARR absolutely nailed right out of the gate was it's progressive difficulty curve that steadily ramped up as you progressed through dungeons into the HM Primals and onto Coil. They even used to dungeons to introduce people to key primal mechanics. Genius design IMO.

    One part I will disagree with you on though, it's not always possible to have constant healing requirements throughout the fight. Even Godka had some downtime (We needed it to get MP back). I do agree that a rethink on healing requirements and incoming damage is a central piece of the puzzle if at least to eliminate the chances of us getting another Byregot or E8S, but giving us something to do during downtime and solo content should still be a consideration IMO. It doesn't have to be DPS, buffing/augments gets the thumbs up from me++
    (12)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  8. #8
    Player
    WaxSw's Avatar
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    Quote Originally Posted by Kacho_Nacho View Post
    You are talking about the healer paradox. Simply put, the better the party plays, the less healers are needed. This is true in all MMOs, at least the ones I've played.

    While I'm not denying the current situation is boring, I feel the answer is to make changes to the healing kit, such as giving healers the buff/debuff abilities which damage dealers have currently. One idea I've seen bantered around is having heal spells restore a percentage of health, instead of having potencies. Perhaps, that'll address the issue of having healing spells being too powerful for the content.
    It's because that healer paradox why its common for the devs to give healers more stuff to do outside healing, wow knows it, overwatchs knows and basically any other game with the exception of XIV seem to know it. Engagement by healing, is, by definition, finite.

    Buff/Debuff abilites are part of a dps rotation, which is also what we ask for, not simply attacks. If you mean buffs in the term of mit then it would solve nothing because the amount of focus on dpsing would remain the same and in the less healing intesive contents those buttons would hardly be necessary

    That would result in healers using their damage spells most of the time
    This is what we are doing, right now, in all the content. From normal mode to savage healers spend easily over 90% of their total GCDs on dpsing, adding more buttons if anything would be that 90% of those GCDs more engaging and not a slog where 1 button can be over 50% of your total actions (yes, GCDs AND oGCDs)

    I believe two facts can be concluded from that circumstance.
    Believe what you want, the truth is that more healing leads to less healers and I can assure you the game wont go out their way to teach those players how to use those tools, besides, even in that tier the problems of healers spending 80-90% of their total actions remained so that is clearly not the solution. As healers get better they dps more and that dps should be a reward and not boring gameplay.

    Actually, that is what people are saying. Asking for a complex damage rotation is pushing healers further into the role of green dps...
    That people is saying that we want a dps-level rotation as if we were dps when we are not asking for that. What we ask is that if current healers are a 1 on the dps scale and dps are a 10, the content would be far more enjoyable if intead of being a 1 we were a 4-5, not having a rotation on the same level of complexity of a dps job but a better than one because if dpsing is, in one way or another, what we are going to doing the most (because 99% of the content dont need healer-level healing) then make it more engaging than simply pressing 2 buttons

    So, the answer is to increase the number of damage spells healers cast? That makes no sense
    It does.

    The problem is that healers are boring because dpsing is what we do the most and the dps rotation is extremely lackluster. You can solve that problem in 2 ways:

    -Make them interact with the dps rotation less, this is the "healers heal more route" with all the issues I've mentioned and far more like the dev resources spent and how it would make even casual content less accessible for everyone

    -Make the dps rotation more engaging, which is what most veteran healers support because it consumes less dev resources, is more aproachable and casual friendly, increases the skill ceiling of the jobs without strictly raising the floor, tackles the core issues of the game better...

    It makes perfect sense that healers ask for a better dpsing.

    The big white elephant in the room is we healers have been spoiled by the ease of the content, the potencies of our heals, the MSQ, and all the other challenges presented to us by Square Enix. That needs to be addressed before anyone starts changing healer damage rotations.
    For the same reason casual content dont have dps checks, to not wall players because other people's actions. If they were to stop spoiling (like in the healers heal more route I mentioned) the healers unable to keep up with the hps would face a hard wall, increasing the frustration among players and like we saw in EW 2nd tier reducing the amount of healers overall. This is also leaving outside factors like how there is not a sweet spot for healing, the thing a noob healer identify as hard is a slog of 1 button dps spam for a veteran and what a veteran may find engaging may be straight up unhealable by the less experienced player.
    (3)
    Quote Originally Posted by IttyBitty View Post
    Emnity management is a group responsibility, HP management is a group responsibility, Mitigation is a group responsibility ,DPS is a group responsibility
    Anybody saying "I only want to <x>" just tells me they are lazy and selfish.

  9. 08-29-2023 02:58 AM