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  1. #421
    Player
    AnotherPerson's Avatar
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    Mar 2020
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    1,206
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    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.
    I agree, even 60% is unrealistic in XIV's current playerbase. I'm just saying, there were people who struggled with Storm's Crown EX because it did more frequent raidwides than usual, and that's nowhere near even 60% healing uptime. There are healers who can get 100% DPS uptime in those fights and solely heal with oGCDs. Actual healing uptime is when you will naturally be supposed to use Medica II in the fight and refresh it in such a case. Healers will have a correct and proper rotation to juggle your oGCDs healing and keep track of those CDs to the second to actually handle the healing, or the party wipes, all while spending most of their time GCD healing + handling the fight mechanics. GCD healing is used primarily to make up for the lack of healing that oGCD healing cannot cover, not for healing mistakes. For people who want 80% healer uptime, Healing a mistake with a Cure II will be a luxury, and you're naturally going to have to forcibly heal through different methods to make up for the lack of potency (ex: substituting 1 of the 3 raptures preplanned in Plenary with a Cure III instead because Medica II is required to be ticking and you lose more upfront potency by overwriting it). That's literally what people mean when they want actual "healer uptime" -- where you can't afford to be spending GCDs to DPS because your core gameplay is to heal large amounts of unavoidable damage primarily. Those oGCDs are all not optional like it is in current content where you can reduce a big portion of your DPS uptime for more GCD healing.

    In hindsight, the existing concept behind Slyphies is not particularly bad per se. All Healers could be slyphies when they do new content because they are more focused on learning the fight and responding to mechanics / keeping the party alive rather than DPSing, but DPS healers are basically the ones who gotten comfortable with seeing & responding to the damage and can start DPSing after. The problem is that the players that are referred to as "Slyphies" never graduate from that mindset to do efficient healing to find space to DPS, and that's why they're generally struggling when they start actually have to heal in large amounts where each healing skill has to be used to its fullest. They never developed a cognitive load to be placed in a situation for it as they're used to the current ease of difficulty. Increasing the requirements directly screws them over because they're not like the DPS healers who do efficient healing so they have spare cognitive load for DPS rotation.

    Now people expect them to actually be efficient at healing AND be able to keep healer uptime to the point there's very little room for error? No matter how much I could want healer uptime, it's just unrealistic in the current design space for healers.
    (11)

  2. #422
    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 ForsakenRoe View Post
    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'
    Wouldn't mind that. Would also be fine with the early detonation heals still being penalized, though, as to be more in character with the skill itself (even if that doesn't necessarily fit with the "instant, bursty healing" theme of WHM... which is likely as much fanon than canon, let alone a necessity, anyways).

    I feel like new skills shouldn't be neither nigh un-interchangeable but not too interchangeable either. There's definitely a sweet spot, even if it gets increasingly narrow as the toolchest gets more and more (over)stuffed.

    To me, it's reminiscent of persistence, storms weathered, etc., rather than a healing nuke, and that much should remain, but some part of its usability should likely be expanded. For instance, maybe once placed, it can reassign For Whom the Bell Tolls, so that it can instead go off whenever the target ally takes damage, rather than the WHM who placed it, exploiting a DoT for AoE healing. Maybe it can use a resource-CD, where it has 6 charges each with a recast of 30 seconds and can remain for as many chimes as it had charges (maybe minus 1 further charge, consumed upon just summoning it) when placed but can also be de-summoned early. Something that allows it to be woven into more situations without it being usable in virtually all of them.

    Just my $0.02 / gut feelings on such skills.
    (2)

  3. #423
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    Your "4 Healers Model" does not give me what I want, by your own admission.
    "most of"
    not
    "all of"

    There's no situation where we all will get ALL of what we want. That's impossible considering both sides want things that cannot simultaneously be true.

    Quote Originally Posted by Rein_eon_Osborne View Post
    So 100% healing uptime already happened? lmao
    How do you go from "hasn't happened yet" to "so it's happened already?! lmao"? That's like the opposite. But, again, this is a side issue that isn't relevant.

    Quote Originally Posted by ty_taurus View Post
    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.
    I want to agree with this, but I don't think it's true OTHER THAN the last five words. I think that's true.

    Consider a player that likes melee and tanks. They like being right up next to the boss engaging with them, and they hate combat with casting. They won't be happy with RDM because it can't just melee all the time, it has to use cast bars. They also won't like SAM for the cast bars. Should we make every Job in the game have melee combos to appeal to this type of player who doesn't enjoy non-melee combat or caster gameplay?

    At some level, we have to accept the basic premise that no Job will appeal to everyone at the same time. We accept this across Jobs and across roles, but for some reason, people insist it's not allowed for healers, despite it being true of every other role and Job in the game, and in general, true of classes and specs in other MMOs as well. There's no game ever invented that had different classes where every class was appealing to every player or type of player. Maybe someone likes using shields and barriers, so they pick SCH or SGE...but then a lot of SCH/SGE healing is through oGCD regens and direct heals. That player doesn't find Indom or Physis enjoyable, they want to use more Adlo/Succor/EuProg/Diag. But the game doesn't shift to accommodate them.

    Quote Originally Posted by Shurrikhan View Post
    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.
    Mhm. It's kind of a mess where we are with the oGCDs at this point.

    .

    Also seconding Roe's comment on Liturgy's CD being too honkin' long.

    EDIT:

    Quote Originally Posted by AnotherPerson View Post
    I'm just saying, there were people who struggled with Storm's Crown EX because it did more frequent raidwides than usual, and that's nowhere near even 60% healing uptime.
    You're conflating two issues here, I think. Storm's Crown also had heavy movement during the damage phases, meaning players trying to use hardcast spells weren't able to. You can have that level of damage with less movement and resolve that issue, which is what we had more of back in ARR fights, so it's not like the game hasn't done it before.

    As for "Sylphies"; they realistically don't exist. In the literal sense, Sylphie in the CNJ quest wasn't "I don't wanna dps, I just wanna HEAL!" that people caricature. She was "I don't want to take power from the Elementals because my mother said it hurts them, I'm going to heal from my own life force and I think I learned the BLU Transfusion spell that will kill me when I raise someone, let's go try it out!". Never was it mentioned that she "didn't want to dps". That's an invention of the pro-damage community so they have a convenient insult to poison conversations with.
    (0)
    Last edited by Renathras; 09-07-2023 at 11:35 PM. Reason: Marked with EDIT

  4. #424
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    I want to agree with this, but I don't think it's true OTHER THAN the last five words. I think that's true.

    Consider a player that likes melee and tanks. They like being right up next to the boss engaging with them, and they hate combat with casting. They won't be happy with RDM because it can't just melee all the time, it has to use cast bars. They also won't like SAM for the cast bars. Should we make every Job in the game have melee combos to appeal to this type of player who doesn't enjoy non-melee combat or caster gameplay?

    At some level, we have to accept the basic premise that no Job will appeal to everyone at the same time. We accept this across Jobs and across roles, but for some reason, people insist it's not allowed for healers, despite it being true of every other role and Job in the game, and in general, true of classes and specs in other MMOs as well. There's no game ever invented that had different classes where every class was appealing to every player or type of player. Maybe someone likes using shields and barriers, so they pick SCH or SGE...but then a lot of SCH/SGE healing is through oGCD regens and direct heals. That player doesn't find Indom or Physis enjoyable, they want to use more Adlo/Succor/EuProg/Diag. But the game doesn't shift to accommodate them.
    Your example doesn't really match though. You're talking about a playstyle: melee vs magic. Not wanting actions is not a playstyle. If someone does not want to have more than 5 or 6 actions in PVE, that's not something that should be supported, because that's now how this game is structured.
    (10)

  5. #425
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    Your example doesn't really match though. You're talking about a playstyle: melee vs magic. Not wanting actions is not a playstyle. If someone does not want to have more than 5 or 6 actions in PVE, that's not something that should be supported, because that's now how this game is structured.
    No, I'm talking about the type of actions.

    Right now, all four healers have basically an identical playstle of dot, spamable nuke filler, 1-3 other Job gimmick damage actions, lots of oGCDs that the bulk of healing is through, and some backup GCDs used mostly in low level content before you get the oGCDs. They're different, but very similar at the same time. And there's complete opposition to making them distinct if that doesn't involve making them all equally more dps focused and complex. All the healers use more than 5 or 6 actions in PvE (oGCDs count).

    I agree that we should have less oGCD/GCD overlap. I disagree that every healer Job should be made to appeal to one type of player (which is bad design) or to everyone (which is impossible). This was more a reaction to other comments, though, it just bleeds over here.

    I agree all the actions should be useful - I don't like a lot of the PvP kits, but one thing they have going for them is nothing feels useless other than the filler nukes...those feel pretty useless most of the time. Unless someone's AFK, you'll never get a kill with your filler nuke, and other than SGE, which HAS to use it for healing, it doesn't really do anything useful. Like WHM I'd get WAY more use out of a filler Cure 1 than a filler Glare, but that's neither here nor there. The point, though, is that they are very slimmed down kits with very few buttons, forcing the buttons they have to all be pretty useful. There's not a lot of overlap or redundancy, but the gametype also has a very different pace. For example, imagine PvE with 20 second Deployment Tactics. Instead of having lots of buttons, they make the buttons pull more double duty because of it.

    We could do that. Slash half the kits out and make abilities double up a lot more. I'm not sure if that would be well received or not, since whenever people suggest it in the healer forum, they tend to get...disagreement.
    (0)

  6. #426
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Renathras View Post
    We could do that. Slash half the kits out and make abilities double up a lot more. I'm not sure if that would be well received or not, since whenever people suggest it in the healer forum, they tend to get...disagreement.
    And this is where my ugly shows, because if it were me behind the wheel, I'd rip the bandage and do it anyway. I would just make it my goal to try and make the gameplay that I replace all that bloat with more enjoyable than the negative of losing cooldowns and OGCD healing. And this also includes reworking AST to be the healer designed for healers that don't want to DPS. A while back you asked me if I'd do that regardless of the couple AST players who responded not liking that suggestion, and my response would be "tough. We need this to end this eternal feud, and AST is the healer that makes the most sense to do it with." Now it wouldn't just be the theory crafts I've regurgitated in the past, but something that would be worked on and refined with the help of the other designers, as well as playtested, but I would redefine AST regardless of what any existing AST player wants, because that's the only way I see this war ending before healer number 5 comes along in 2030.
    (2)

  7. #427
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    And this is where my ugly shows, because if it were me behind the wheel, I'd rip the bandage and do it anyway. I would just make it my goal to try and make the gameplay that I replace all that bloat with more enjoyable than the negative of losing cooldowns and OGCD healing. And this also includes reworking AST to be the healer designed for healers that don't want to DPS. A while back you asked me if I'd do that regardless of the couple AST players who responded not liking that suggestion, and my response would be "tough. We need this to end this eternal feud, and AST is the healer that makes the most sense to do it with." Now it wouldn't just be the theory crafts I've regurgitated in the past, but something that would be worked on and refined with the help of the other designers, as well as playtested, but I would redefine AST regardless of what any existing AST player wants, because that's the only way I see this war ending before healer number 5 comes along in 2030.
    I feel weird.

    I've never simultaneously disagreed AND agreed with a post as much as I simultaneously disagree AND agree with this one, lol

    Not sure how to say that, but it's a funny feeling of "This part is completely wrong" and "But THIS part I couldn't agree with more".
    (1)

  8. #428
    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 ty_taurus View Post
    And this is where my ugly shows, because if it were me behind the wheel, I'd rip the bandage and do it anyway. I would just make it my goal to try and make the gameplay that I replace all that bloat with more enjoyable than the negative of losing cooldowns and OGCD healing. And this also includes reworking AST to be the healer designed for healers that don't want to DPS. A while back you asked me if I'd do that regardless of the couple AST players who responded not liking that suggestion, and my response would be "tough. We need this to end this eternal feud, and AST is the healer that makes the most sense to do it with." Now it wouldn't just be the theory crafts I've regurgitated in the past, but something that would be worked on and refined with the help of the other designers, as well as playtested, but I would redefine AST regardless of what any existing AST player wants, because that's the only way I see this war ending before healer number 5 comes along in 2030.
    I feel like I agree with much of this, though perhaps just incidentally? I'd definitely have an authoritarian streak when it comes to de-cluttering healer oGCDs. If someone cried out "But I love my Panhaima button. I don't care whether I'm still capable of a near identical action without using up that button on it separately!" I'd still take their button without even offering a pacifier.

    Long CDs with highly specific use cases (basically hit Button X only when you see Cue X; if no Cue X, Button X mostly goes to waste) are just an utter waste to me. (Much like inflexible 123 combos, Cleric Stance existing just to grey out one half one's kit or the other, most actions --like Lucid Dreaming-- that exist solely to be hit on CD, purposely sabotaged macro systems, etc.)



    In the case of AST, it's the job I think least needs a bunch of damage actions only because to me damage is just downtime/additional complexity, and Cards are already a huge factor there, so I'd like for what damage options AST has to synergize well with them as sort of big, pivotal, and set-up (kind of like a revised no-CD, more flexible, and more involved Earthly Star).

    But, I wouldn't tell them "No additional downtime tools for you because internal-rotation-phobes might get offended at there being an option they don't want to use, even if they literally have no need to do so." It's simply that there are some things that fit better than others with its core (Cards and Time-Space Magic), so I'd want their kit to account for and build around what's core to that job.
    (3)
    Last edited by Shurrikhan; 09-08-2023 at 05:18 AM.

  9. #429
    Player
    Leifei's Avatar
    Join Date
    Aug 2017
    Posts
    223
    Character
    Seijuro Kibagami
    World
    Adamantoise
    Main Class
    Samurai Lv 100
    I only really play SAM, but I hope that you healers get your wish. Good luck.
    (5)

  10. #430
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
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    1,081
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Long CDs with highly specific use cases (basically hit Button X only when you see Cue X; if no Cue X, Button X mostly goes to waste) are just an utter waste to me. (Much like inflexible 123 combos, Cleric Stance existing just to grey out one half one's kit or the other, most actions --like Lucid Dreaming-- that exist solely to be hit on CD, purposely sabotaged macro systems, etc.)
    My absolute favorite: P11N (yes, normal) on WHM. Hit Lilybell when you see the first Styx start to be cast. Mechanic solved. Naturally, as this mechanic is tailored to make Lilybell feel needed, the next cast of Styx starts 165 seconds after the start of the first.

    (On paper, if you want to Lilybell both, you have to plunk the first one down ~10 seconds before the start of the first cast.)
    (5)

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