

 
			
			
				Sorry brother but you'll have to keep asking, cos mine had Dia stay as a DOT so it doesn't count /s
Probably, but I expect it to be even less likely for SE to make healing engaging than to give us some 'mostly ignorable extra damage buttons', since 'not being able to keep up with the extra healing' directly translates to 'party wipes because they hit zero HP'
Are you proposing we add a healer?
I mean, this goes both ways: Where's my non-complicated SCH, AST, or SGE? Where's my SCH, AST, or SGE with simple DPS and focus on GCD healing? Where's my healer Job that is focused on healing instead of damage dealing? Where's my healer that doesn't have an annoying, tedious DPS "rotation"? (I find DPS rotations boring, that's why I don't play DPSers as I don't find their "gameplay" engaging).
Either we have what we have now or we have a mix. There's no useful situation where we go to all the healer Jobs going from the same 2 button rotation to all having a complex DPS rotation. All you're doing then is changing which group of people you're pissing off, so that's not a valid solution.
...some would. There legitimately are some people that play healer Jobs but really want to be DPSers.
But I agree most wouldn't be complaining if the healing was actually interesting in high end content.
To be fair, though, many people aren't complaining NOW. So that's something to consider as well, that many people are content with the current system.
If we're talking Savages (or even Extremes), that's irrelevant, since not doing enough DPS also leads to party wipes due to enrages.
EDIT:
Well, I tend to think of SCH as being more like old SMN or SB SCH while SGE I would think is more akin to RDM (RDM has no DoTs) or BLM or something, where it's more about combo actions or relations. This could take the form of Dualcast-esque mechanics like RDM, or SGE being ranged with pew pew lasers means it could be designed to have a damage kit something like MCH, which would be more active but less "upkeeep/DoT" focused. I think either would feel different to play than old-SMN-esque DoT mage.
So these would still be two different playstyles.
SCH can have a DPS focus via DoTs since it could use oGCDs to weave Faerie abilities and use Eos more seriously as the basis of its healing.
Likewise, SGE can have a DPS focus via direct damage spells (or even WEAPONSKILLS if we go the MCH route), leveraging Kardia and oGCDs that enhance, boost, AOE-ify, etc Kardia so that its healing is primarily through the Kardia mechanic and proper rotation increases the healing done
SCH would, of course, have Diagnosis and Prognosis to fall back on if the player horribly flubbed their damage rotation or something and lost healing that they needed to make up for, but the goal should be to heal by damage upkeep in this case, which contrasts with SCH's kit under this idea being upkeep of DoTs while freely weaving oGCD Faerie abilities to conduct its healing. SCH's healing would be more active on the part of the player directing Eos (and just keeping DoTs up "on the side" to maintain damage output) while SGE's would be more automatic while doing their damage rotation, with Kardia swapping and Kardia-boosting/modifying oGCDs weaved to enhance its effects to be sufficient healing for the party.
And yeah, AST as a party buffer makes more sense as its already built that way. They just need to make cards more available (instead of one charge per 30 sec) to make it feel like you're constantly throwing out buffs left and right, not just cramming 3 out all at once and then not doing any for a few mins.
You mean the expansion where one healer was completely benched, one spec of the one healer with specs (AST) was mostly benched, and people who didn't enjoy DPSing on healers were sidelined from content?
That doesn't sound like an improvement.
...and, ironically, notwithstanding that: You DO know my proposal IS to more or less revert SCH and AST to SB, right? The only change I'd make offhand is for SCH to keep Expedient and the far better pet responsiveness we have now.
Just wanted to say I very much agree with this.
It would really suck if we're just given DPS kits instead of healing and told "Now you shouldn't be bored since you have DPS rotations!"
I hate DPS rotations. If I liked them, I'd play DPS Jobs. The reason I don't play DPS Jobs is because I don't like DPS rotations, I like healing and supporting the people that do. If they make all healers more DPS intensive than SMN, I'd just play SMN or a tank, and that would suck. I might just quit the game, which would suck even more.
Last edited by Renathras; 08-29-2023 at 08:48 AM. Reason: Marked with EDIT


 
			
			
				You gotta stop saying 'a complex DPS rotation', nobody is proposing 'a complex DPS rotation', just a 'more complex one than we already have'. Going from 1 inch off the ground to 2 inches is not a massive distance, but it's still an increase in altitude. Saying 'complex DPS rotation' calls to mind, for a lot of people, the likes of BLM, MNK optimizations, NIN's burst window, etc. And what most people suggest for healers, especially WHM, is still much simpler than new-SMN.
As for enrages, if the healer doing their rotation wrong (but still doing damage GCDs, eg just spamming Glare) causes a wipe in an EX trial, there's bigger issues at hand. Like, they're tuned to be clearable with like 6-8 deaths (assuming you don't get body-checked). And in Savage, there's plenty of lenience built into the enrage timer to factor in the fact that the healers will be GCD healing a lot more in week 1. I lost like 30 GCDs to GCD healing in my first clear of P11S, in week 1, and spent all but FOUR of my Aetherflow on healing. Still a clear. This 'people will wipe because they do their healer damage rotation wrong' angle purposely ignores that 'there is lenience to enrages already', or that 'potency difference between filler spell and new additions can be tuned to be low-punishment', etc. Though, given what SE did with Abyssos, I guess I can see why there'd be skepticism regarding SE's ability to balance things. But I am not about to go hamstringing my ideas of what WHM could get, because 'what if SE is really bad at balancing potency numbers'
Complex is relative. Everything you've proposed I consider complex. I've given you proposals that I consider mildly complex, and you and the others rebuffed those. So yes, "a complex DPS rotation". I gave you what would be a simple one and it was rejected. Most of the proposals people have made are more complex than SMN and WAR and PLD, meaning more complex than an actual DPS Job and than damage adjacent Jobs (Tanks hold agro by performing damage rotations). Again, I've proposed what would NOT be complex.
EDIT:
I'm also not the only one saying this or seeing the arguments from proponents of the DPS changes this way:
.
XD
I was thinking of posting that same thing. That light cyan on this background is kind of hard on the eyes.
We're talking Savage content. Isn't it SUPPOSED to be difficult?
This I agree with, IDPL.
It's the very crux of the "4 Healers Model" argument, in fact.
Last edited by Renathras; 08-29-2023 at 09:07 AM. Reason: Marked with EDIT




 
			
			
				I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
None of that says "non-complex rotation.
I mean, you kind of did. You said they weren't interesting or engaging to you, but I pointed out what you find engaging and interesting is what I find complex. Therefore, that would be because they aren't as complex as you wanted. I also noted that you aren't playing all four healer Jobs, meaning some should probably be designed for people who don't like what you do. Imagine if all the Casters were designed like SMN. That would leave the BLM players, in particular, out in the cold. You don't even have to go that far; all the healer Jobs RIGHT NOW are designed mainly for a 2 button damage type of player, and you can see the problem of them all being the same. The problem isn't they're simple/boring. The problem IS they're al IDENTICAL in their level of complexity.
There is no design everyone will like.
The objective should be insuring there is AT LEAST ONE design for every person. So you may like AST and I may like WHM. That's good, we both have something we like. If AST and WHM were both like WHM, that'd be bad because you'd have nothing, and if WHM and AST were both like AST, that'd also be bad because I'd have nothing.
The solution should be to mix and match it up so that everyone has something.
EDIT:
Agreed.
There's now a massive gap between MSQ and Extremes. There are random bits of content that KIND of fit somewhere in there - deep dungeons, exploration zones, and 24 mans try to fit in there somewhere - but there's still a massive gap between casual content and the "midcore" Extremes. And this isn't just casual content has gotten easier; Extremes now are harder, there are a lot more body checks and tight timing mechanics with precise positioning more akin to Savage fights than there used to be.
Right?
Last edited by Renathras; 08-29-2023 at 09:14 AM. Reason: Marked with EDIT
That was not strictly a constraint given in what I was responding to.
But sure, let's consider Savage under that condition you've quoted (flipping optimal %uptime spent DPSing with %uptime spent healing, such that the present scarcity of downtime complexity would actually be properly apportioned to its situation):
We already see a decent size range in GCD usage even under the extremely low healing requirements present right now. If we tuned Savage to require as much %uptime spent healing as is currently optimally spent DPSing (e.g., up to 100%), that leaves little to no room.
Given your complaints that as much as a single extra DoT of middling bonus potency-per-minute could overly stress out healers... that doesn't seem particularly feasible.
It's fine to make the healing requirements tougher. I suggested as much in the very sentence after what you chose to quote.
Increasing healing requirements so far that our current scarcity of downtime actions would actually make sense, though (e.g., Glare would then see only as much use as Cure II does now), would likely be overkill. It'd be better to provide some of that boost to engagement through downtime actions instead.
Last edited by Shurrikhan; 08-29-2023 at 09:17 AM.
Note I don't make this argument, though. Not in the way you are, anyway.
As I frequently point out, different people have different skillsets. Someone may find piano extremely easy to play and be able to play complex pieces on it, but find guitar substantially difficult, and struggle with even simple pieces.
The role is "Healer", meaning "those people with aptitude for healing" are the primary intended audience of the role. People who might have trouble with damage rotations or upkeep DoTs, but have no problem at all with healing. I have no issue selecting correct heals for various situations. So no, I wouldn't have issue with higher healing requirements, personally. Nor do I suspect anyone who is a healer would IF the paradigm WAS shifted to using GCD heals. For example, people trying to only oGCD heal and maximize GCD damage uptime were slammed with P5S. I found it relatively easy to heal since GCDs are extremely effective. Regen - a GCD avoided like the plague by "Green DPS" minded healers - easily solved quite a bit of the problem with the bleeds. It was two button presses (one for each tank when the bleed busters hit them) and the mechanic was easily healed. It was only difficult for the people trying to avoid pressing GCD heals.
EDIT:
Because I see it as complex?
I've proposed "more complex" and been told it's not complex enough.
"a complex DPS rotation" is how people see it. Again, I'm not the only one wording it that way, despite it seeming I'm the only one you're calling out for saying so.
It's not simple, and it's more complex than more complex. Thus complex seems like the right word to say "more complex than more complex". My rule of thumb is that if it's at or above SMN level complexity, it's a DPS rotation.
I'll note you supported the SCH idea, but the WHM idea you wanted more complexity and/or randomness to it, and I also think that reply was to the pre-edit version that was deployed later, and I also know you opposed the Dia stacking option (which is more complex despite some of the people there insisting the contrary), and that you seemingly rejected the Dia/Assize idea, even though it was essentially identical to your own proposal, just it added one less button and for some reason that was a hard sticking point.
Aww, thanks!
Honestly, I feel the same towards you. I've really enjoyed the topics you've posted and the discussions they've started both here in General and the ones I've seen you post in the DPS forum. I see that yellow hat and it makes me smile and want to see what the post/thread is about.
Very very VERY much agreed! And well said.
And this is, in absolute terms, the only argument of the "4 Healers Model". It makes no statements on anything other than "We have 4 Healer Jobs, let us make them all distinct, but maintain at least one as it is today for the sake of the players who enjoy the current model".
One thing in all these discussions that consistently boggles my mind - how people can say leaving one simple "is not fair to those that want things more complex", but don't understand that NOT leaving ANY simple "is not fair to those that want things to remain simple", who are already being asked to give up more if 3 of the Healer Jobs are changed.
I genuinely do not understand how one can use that argument and not see that it applies just as much (if not more) in the reverse direction as an argument against more complexity.
The only solution that doesn't have this problem IS one that leaves at least one simple and has at least one more complex, as that's the only solution that does offer something to both types of player. Do they get everything they want? No, but no compromise gives one side everything it wants. Any such resolution is not, in fact, a compromise as one side gets everything.
Last edited by Renathras; 08-29-2023 at 09:37 AM. Reason: Marked with EDIT


 
			
			
				Complex is relative. So why do you keep insisting on objectively worded phrasing like 'a complex DPS rotation' instead of subjective like 'more complex than current' or 'a rotation I would find too complex to be comfortable with'
I said I'd be agreeable to your WHM, and your SCH. Why am I getting flak for being 'opposed to your ideas' when I've literally said 'yeh this sounds alright'. For example, here for SCH, and here for WHM.
See, quite often I don't just say 'I like this idea' or 'I don't like this idea', I'll also add why I like/dislike it, and if I dislike the idea but I see some merit in it, I'll suggest what I believe to be an alternative way to implement the idea, intended in the spirit of collaboration. Maybe my 'this idea is interesting, wouldn't function too well in the game's design but if we do X, it could work' is getting interpreted as 'your idea is bad, let me just steal it, rewrite one line of the wording and claim it's my own idea' but I can assure you I have enough ideas of my own that I do not need to resort to such behavior
Last edited by ForsakenRoe; 08-29-2023 at 09:18 AM.
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