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  1. #411
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Renathras View Post
    Look at all the DPS players in the game who can handle complex DPS rotations and clear high end content so clearly have awareness and such, but you throw them on a healer and they freak out and can't do it. It turns out, "awareness" to healer health bars and "awareness" to DPS CDs aren't identical skills.
    Hyperbole/conjecture bingo card powers activate! Where are they all? In your head?

    Are you forgetting my raid+casual FC background?

    I'm yet to see a decent DPS player who absolutely couldn't heal.

    I've seen plenty of decent DPS players who absolutely wouldn't heal, but that's a very different subject.

    Quote Originally Posted by Renathras View Post
    At the end of the day, nothing is going to work for all difficulties. Jonny Casual isn't going to be healing Ultimates and Leroy Ultimate isn't going to ever NOT be bored running MSQ content. There are some truths of our reality, and those are foundational ones.
    Aglaia had me to the point of alt F4ing out of the game in boredom on WHM. On DNC it was actually pretty good fun.

    Why is that? It's not like DNC was a particularly fresh twist on the game for me, I was helping friends with P4S on DNC at the time.
    (11)
    Last edited by Sebazy; 09-07-2023 at 05:19 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  2. #412
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    Alright, so I need to get around to answering all this:

    1: It works for tanks, it works for DPS. Somehow it cannot work for healers. If a DRG can have things like 'delay Life to line up with buffs', or RPR and Double Communio, or MNK and whatever cursed tech they've discovered for that job this week, even in dungeons, something that is 100% not required in order to clear the dungeon, I don't see why healer cannot have at least 'something' more than they have. As I said before, tanks get to do their whole Confiteor/Primal Rend/Shadowbringer+Flood spam thing if they want, and if they don't want, they can hold aggro just fine by using their 1-2 AOE combo. Or just the 1 if they so choose, tankstance takes care of the rest

    2: Not all content is for everyone, in terms of upwards movement on the 'skill required scale', as people hit their natural limits and don't have the skill/time commitment to advance further, that is how things are, yes. But the idea that 'some content that is lower level shouldn't be fun for the people more competent at the game, cos it's designed for the less skilled players' is strange. Like, am I banned from doing map runs with my FC cos I find the fights too simple? It's a good moneymaker, am I just not allowed to partake in that money because of my skill level, am I banned from trying to get the mounts and fashion accessories that drop there? Also, it would benefit me and people like me if each Savage raid gave, say, 100 tomes on reclear instead of the current 30, as we'd be 50 from cap with that. But then you have a new problem: all those raiders no longer need to do EX roulette to cap, and so the queue has less players in it

    3: So now, rather than being 'more complex than SMN', my request for a 12s Dia has become 'braindead'. Additionally, 12s would make it every 5th GCD, not 4. Additionally additionally, as I linked in the 'receipts', I've said several times that I'd try your proposed rotation, but I have doubts on how long it'd stay 'fresh'

    4: Yes, after using the big heal tool for 50 gauge, Dia becomes 'Dia with AOE falloff, and 110 more potency over it's full duration'. Pinnacle of complexity right there


    character limit again, very annoying

    5: As much as some of us find them a slog, dungeons are also content in this game, so AOE potential is an aspect of design to consider.

    6: My suggestion was 12s Dia, 15s Banish, having your GCDs build gauge, using gauge on a cool feeling heal skill, having said skill be damage neutral via bringing back the elementalist aesthetic and it being a good way to implement the 'capstone' spells of the other elements, since BLM has Flare and Freeze, giving WHM it's respective 3 makes some degree of sense to me. Adding lower level versions of things like Divine Seal > Temperance, adding a Shield Lily spender so that we don't have to overheal to prep Misery (we can place a shield instead that might still get some use in the next 30s). However, most of that is 'additional changes'. The main thing, the change that is 'required to make the idea work' is Dia and Banish. If we got just those two changes, it'd help a bit with the current problem we face. Not as much, but a bit. Without them, the gauge idea doesn't make sense. Without the gauge, the heal spell gets consigned to a flat CD, or not implemented at all. Without the heal spell, there's no reason for Quake/Tornado/Flood to exist. Butterfly effect. It sounds like a lot all at once, but that is not because 'its a lot' so much as 'we have comparatively very little'. If I were to pitch 'you can spend your lilies on ST/AOE Stoneskin, there's a new 60s heal tool, Divine Seal is back as a lower version of Temperance and Protect is a 60s mit that upgrades to Plenary', that'd be fine and not confuse new players. Even though it's actually three new buttons. It's as soon as the damage buttons get messed with, that's when the debate starts

    Also, NIN always had a job gauge. It's called Huton. It was just represented differently visually in ARR and HW because gauges had yet to exist as a UI element

    7: I'd say that it's major changes that are how we got here. Look at AST, overnight it went from it's SB incarnation to it's SHB form. And when major changes occur, the devs say 'sorry, we can't do much to fix it because largescale changes like that can only be done at expansion times, wait 2 years teehee'. So, if we were to have minor changes (say, adding a skill to WHM and reducing it's DOT duration) in the expansion launch for people to get used to, then rather than waiting for 8.0 to revert the change if it's a complete mess and everyone hates it, it's not as daunting a task for the devs to just... change Dia back to 30s, remove Banish from the kit, and bump Glare by 5 potency to compensate. Smaller effort, at least, than going through and reverting all the healing potencies, cooldowns, the damage output of the enemies in content etc. They brought Bulwark back in a patch, and swapped the effect of Holy Sheltron from 'guaranteed block' to 'mitigate for X %'. They can work out how to remove a GCD from the kit if it turns out to be a design fail. But then again, I'd expect that, despite how much you insist, it would not actually be a fail, look how excited people got about Purgation in the 6.1 trailer, or Misery in the SHB JobAction trailer. Or Pneuma, or Macrocosmos, or Toxikon. Seems to me, people love the idea of damage buttons on healers, they just have to look suitably cool and/or pretty
    (8)
    Last edited by ForsakenRoe; 09-07-2023 at 07:13 AM.

  3. #413
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Hah, I would say that Forsaken finished with an excellent point "Seems to me, people love the idea of damage buttons on healers, they just have to look suitably cool and/or pretty" how many people got hyperexcited over Sage just because of LaZers even though the basic job fundamentals weren't such a radical change
    (7)

  4. #414
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    Hah, I would say that Forsaken finished with an excellent point "Seems to me, people love the idea of damage buttons on healers, they just have to look suitably cool and/or pretty" how many people got hyperexcited over Sage just because of LaZers even though the basic job fundamentals weren't such a radical change
    And while we're on the topic, how absolutely whelmed people were by how Expedient looked, by contrast to SGE's... everything it showed in the job action trailer, to Macrocosmos, and to Lilybell. Because Expedient, unlike the others, had a very subtle, muted VFX attached. A gust of wind with butterflies swirling in it, not really much to go on, and not really much impact compared to something like Pneuma

    I've been thinking about what animations the player would do for a theoretical Quake, Tornado and Flood to make them 'feel powerful', and what would get people excited if they saw them in a job action trailer. So far my thinking is something like:

    Quake: Raise left hand to sky during cast time, earth energy/aether swirling around fist. Upon cast completion, jump, punch floor, rocks/faultlines shoot out toward enemy, giant spikes of earth erupt from the ground and then explode into fragments. An example of what I'm imagining is the first attack of everyone's favorite fictional member of the US political system, Senator Armstrong. The big final 'spike' at the end can reuse the Dominion spikes in P8S, though I wouldn't object to a 'Blade of Valor' style one where many small ones appear first, then one massive one

    Tornado: There's plenty of wind attack animations to reuse throughout the game, pick any that look like they are powerful enough to be worthy of the mantle of 'the most powerful of Wind Magicks'. Or recolor Tail Screw, or Charybdis. For player animation, just reuse Aero 3 (the cane spin), since Aero 3 was also a wind attack it stands to reason

    Flood: Hand outstretched as if offering something to another, with water aether in palm. Massive sphere of water lands on enemy. Draw hand towards chest, crushing water aether in hand. At the same time as the 'crush', the big water droplet on the enemy condenses in under the pressure, then explodes violently in several directions because the pressure within got so high. Example of the player's movement would be, again an MGR reference, when you 'absorb electrolytes' (specifically the version at the timestamp, not the midair variants etc)


    I reckon if those were shown in a job action trailer people'd be losing their mind like it's a Super Smash Bros character reveal. Well, some people at least
    (5)

  5. #415
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,081
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Renathras View Post
    It's something YOU don't care about, but other people DO care about.
    That quite literaly means <whatever it is we allegedly care about in this game> is optional. The fact that people can choose to care or not care makes it optional.

    If we take a REALLY wide view, we could just say everything in the game is optional, but that isn't useful to have discussions.
    Indeed. Nothing in my list is generally considered a baseline expectation for playing in a party or playing a particular job. For example, I specifically and intentionally did not not include bullet points for zero-DPS healers, or Blizzard-only BLMs, or DPS that refuse to hit their basic, listed-on-SE's-official-job-guide-website 1-2-[3-...] combos.

    So, I ask: Is anything in my previously posted list required?

    This is also true of the 4 Healers Model opposition. And the irony is, if people would give on that, they'd likely get most of what they want otherwise.
    I asked for what I wanted, and your response was literally, "Are you proposing we add a new healer?"

    Your "4 Healers Model" does not give me what I want, by your own admission.
    (11)

  6. #416
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,907
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Renathras View Post
    You can't reference something that hasn't happened yet[...]
    So 100% healing uptime already happened? lmao

    Take this into account: 100% healing uptime is unrealistic in XIV. If you have more than adequate 'credentials' then you should've known this to be true no matter which era you've played the game as a healer. The most referenced 'hardest healing experience' seems to be some phases of O8S but lol even that still give the healers downtime to throw stones. They are asking something even more intense than this healing intensity to be brought down to normal content, and suddenly one could think "Sylphies" rose to fame to take up the job properly? I don't buy it lmao.
    (14)

  7. #417
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    So 100% healing uptime already happened? lmao

    Take this into account: 100% healing uptime is unrealistic in XIV. If you have more than adequate 'credentials' then you should've known this to be true no matter which era you've played the game as a healer. The most referenced 'hardest healing experience' seems to be some phases of O8S but lol even that still give the healers downtime to throw stones. They are asking something even more intense than this healing intensity to be brought down to normal content, and suddenly one could think "Sylphies" rose to fame to take up the job properly? I don't buy it lmao.
    hey credit to dice she tried in top and started a ton of drama LOL
    (4)

  8. #418
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Good game design would be ensuring that the majority of each healer's toolkit felt useful and necessary in all forms of content for every type of player. The problem is power creep.

    In A Realm Reborn, each healer had a limited, yet effective selection of healing tools. With that toolkit, they had everything they needed to meet the healing requirements asked of them with some level of comfort, and the majority of their tools felt like they served a purpose from the dungeons to the coils. If you're going to continue keeping the general level of required healing the same, then you have to ask whether or not new healing resources are necessary or if they're superfluous. Heavensward provided a handful of OGCD tools that did not power creep the existing healing GCD spells available to each healer, while creating more freedom and flexibility with healing. You can now heal on the move more effectively, conserve MP, and have more possible buttons to press in a pinch. The MP benefits were especially helpful for White Mage, and the AoE healing was especially helpful for Scholar. But the thing is, everything that came after really only served the value of power creeping existing tools and pushing things like Cure II and Medica out of circulation. And then there's the considerable amount of sustain that the tanks have gotten which have, in many forms of content, power crept the healers themselves.

    You can't just keep adding more healing abilities and not create a reason to use them. Otherwise it just creates bloat and invalidates existing tools. I also question whether the shear volume of healing cooldowns we have is overwhelming for newer or learning healers to keep track of.

    it's like this: A car needs 4 tires. What is the point of adding more and more tires to your car? At what point do you just have tires all over the vehicle in a nonsensical fashion?
    (12)
    Last edited by ty_taurus; 09-07-2023 at 11:47 AM.

  9. #419
    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 ty_taurus View Post
    it's like this: A car needs 4 tires. What is the point of adding more and more tires to your car? At what point do you just have tires all over the vehicle in a nonsensical fashion?
    Small note: Technically, if XIV were okay with making MP an actual mechanic in this game, new healing skills could have involved greater efficient vs. bursty-ness instead of necessarily needing to be introduced as oGCDs.



    Consider also:

    If off-GCD heals were specifically needed, that'd mean that there were mechanics that force their use to specific moments (to possibly heal X up in time, you MUST have an oGCD ready to weave between or as a buff to your healing spells) or specific spans of time (within the next X GCDs, you need to do X+Y GCDs' worth of healing).

    Which can be fun, but... especially in the prior, stricter case, can also make us feel like we have, on the whole, less agency, since the tool has dedicated/required moments of use and we need only identify those mechanics and hit those buttons on cue.


    It's kind of like the difference between having only Cure III, Regen, Asylum, and Assize to deal with intense repeated damage that comes up every few minutes... vs. having a Liturgy of the Bell to drop. Liturgy is one more tool, which we'd normally expect therefore to add complexity, but since it has such an obvious use case, there's little agency, and no real decision-making, beyond that first instance of "Oh, here's the mechanic that wants Lilybell."

    Oftentimes, fewer and less tailored tools can produce more complexity in practice than a slew of tailored tools.
    (3)
    Last edited by Shurrikhan; 09-07-2023 at 12:08 PM.

  10. #420
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    It's kind of like the difference between having only Cure III, Regen, Asylum, and Assize to deal with intense repeated damage that comes up every few minutes... vs. having a Liturgy of the Bell to drop. Liturgy is one more tool, which we'd normally expect therefore to add complexity, but since it has such an obvious use case, there's little agency, and no real decision-making, beyond that first instance of "Oh, here's the mechanic that wants Lilybell."
    Doesn't help that Liturgy has a 3min CD. Most times I use it, it doesn't even get to burn all 5 stacks. Which is why I would like to see it get changed to 3 stacks, 90s CD, and have it's damage penalty for early detonation removed. That way, it's a 1200p OGCD heal if you need it, 3 blasts of 400p if you would rather have the healing staggered (to avoid overheal for example), and it being up twice as often gives it an interesting use case vs Macrocosmos, it's direct competitor skill. That being, 'its up twice as often'. Of course, that would run counter to SE's design of 'WHM has to be mainly reliant on GCDs to heal with'. But it would fit well with WHM's supposed aesthetic of 'big healing, on demand, simple and powerful and easy to access'
    (2)

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