Page 9 of 11 FirstFirst ... 7 8 9 10 11 LastLast
Results 81 to 90 of 105
  1. #81
    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
    Quote Originally Posted by Renathras View Post
    I'm a nearly lone voice (a few others on rare occasion have joined me) here in thinking we should do both
    I have stated multiple times in multiple places that the best course of action is to approach all angles, not just one. Start with a reboot to the healer role designed to have moments of glory in their gameplay in all forms of content, let players get comfortable with those changes, then gradually introduce more and more frequent instances of damage across all difficulty modes until we find a sweet spot that feels comfortable for the average player while offering more for the experienced healer. And now we have variant dungeons which are a great space to experiment with that kind of dungeon boss difficulty.
    (5)

  2. #82
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,167
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by ty_taurus View Post
    I have stated multiple times in multiple places that the best course of action is to approach all angles, not just one. Start with a reboot to the healer role designed to have moments of glory in their gameplay in all forms of content, let players get comfortable with those changes, then gradually introduce more and more frequent instances of damage across all difficulty modes until we find a sweet spot that feels comfortable for the average player while offering more for the experienced healer. And now we have variant dungeons which are a great space to experiment with that kind of dungeon boss difficulty.
    I mean, it’s probably just me, but I don’t even think they necessarily need to keep ‘experimental’ designs specifically in ‘side-content’ like they do now. Like if they had some cool new idea for some mechanic healers could do (idk what lol), I think they could even do it in like, an expert dungeon or normal raid level. I feel like whenever they do want to push new concepts, they tend to limit them to those side-contents like Bozja or Variant. Not that there’s any issue with those, but since there’s either less engagement (marginally) or things confounding the healer’s abilities (i.e all those weird Bozja buffs lol), I feel like they get the wrong idea and just assume because people aren’t praising it they either don’t like it or don’t care.

    I feel like they should do even more things like Harrowing Hell or Zeromus / TGC 1-HP Doom in normal content, and not worry so much about ‘is this too difficult’, since the only way healers are going to be able to adapt to new healing mechanics is by pushing themselves to experience current ones. And, I get that it’s not acceptable in the devs eyes, but if they did make a mechanic that ended up objectively too difficult for normal content (like 1-HP doom with a 90% healing down debuff during a party spread mechanic or something), it can always be adjusted later if necessary.

    Personally I think the fight where they do more ‘experimental’ or ‘unique’ mechanics tend to be the most enjoyable ones, so I’d enjoy seeing them be more creative even with lower-end content
    (3)

  3. #83
    Player
    Zolvolt's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    498
    Character
    Zolmation Volt
    World
    Sargatanas
    Main Class
    Blue Mage Lv 70
    My wish list is 80+% of spells cast in any fight should not be the same spell. (glare, malefic, broil, [sage spell here]
    My wish list is lower the size of the kitchen sink.
    my wish list is bring shield ast back.
    my wish list is remove astrodyne.
    My wishlist is remove Energy Drain.
    (0)
    Last edited by Zolvolt; 10-21-2023 at 02:04 PM.

  4. #84
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Zolvolt View Post
    My wishlist is remove Energy Drain.
    I was with you until this.

    Just play SGE instead.
    (5)

  5. #85
    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
    Quote Originally Posted by TheDustyOne View Post
    I was with you until this.

    Just play SGE instead.
    Energy Drain, the thing people want removed when its here and returned when its gone.
    (2)

  6. #86
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    And each time it's removed, we rediscover just how empty Scholar feels without it.

    (Ironic that my theorycraft removed it, but I still had it in spirit with an MP drain skill)
    (2)

  7. #87
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Energy Drain's issue is that without it, you're either 100% overhealing with your Aetherflow, or overwriting stacks, both of which feel bad. SGE gets around this slightly by tying it's MP economy to it. All we would need is for ED to be replaced by an equally spammable, but not damage related, skill. I'd go with a singletarget Shielding OGCD, that applies Galvanize (can't stack with Adlo), meaning it can be spread via Deploy for a fully OGCD Adlo-Deploy combo. Some would complain that 'well now I can't do more damage by being better than other people' though
    (3)

  8. #88
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    You dont have to remove Energy Drain. What you can do is remove its damage and leave it as simply an extra MP regen tool to turn those stacks into MP. Now it no longer conflicts with DPS and this making Dissipation into an actual healing tool.

    Of course that makes Scholar less clunky but also less interesting as there is no longer that incredibly small risk/reward gameplay that the job still has.
    (1)

  9. #89
    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
    Quote Originally Posted by ForsakenRoe View Post
    Energy Drain's issue is that without it, you're either 100% overhealing with your Aetherflow, or overwriting stacks, both of which feel bad. SGE gets around this slightly by tying its MP economy to it. All we would need is for ED to be replaced by an equally spammable, but not damage related, skill. I'd go with a singletarget Shielding OGCD, that applies Galvanize (can't stack with Adlo), meaning it can be spread via Deploy for a fully OGCD Adlo-Deploy combo. Some would complain that 'well now I can't do more damage by being better than other people' though
    Thats not better, though. Dumping more Drupcholes on myself to restore MP more frequently than I actually heal with Addersgall feels like poo poo bananas. A job that feels compelled to needlessly overheal because fights can’t keep up with how rapidly Addersgall generates? Joy!

    If nothing else, moving MP management somewhere else would be a big improvement.

    Quote Originally Posted by GrimGale View Post
    You dont have to remove Energy Drain. What you can do is remove its damage and leave it as simply an extra MP regen tool to turn those stacks into MP. Now it no longer conflicts with DPS and this making Dissipation into an actual healing tool.

    Of course that makes Scholar less clunky but also less interesting as there is no longer that incredibly small risk/reward gameplay that the job still has.
    So which is it? Do we want more decision-making and choice-based gameplay on healers? Or are we trying to purge it from existence? Having the ability to spend more MP to gain more damage out of Miasma II and Energy Drain was a really interesting and compelling aspect of choice for Scholar to make during Stormblood. Rather than suggest reverting changes to restore that unique interaction that gave Scholar the ability to feel adequately rewarded for playing more aggressively with their resources, you just want to drop the baby in the river and walk away? Make it make sense to me. What do we want? Choices, or linear rotations?
    (2)
    Last edited by ty_taurus; 10-22-2023 at 12:13 AM.

  10. #90
    Player
    Join Date
    Oct 2021
    Posts
    959
    I hope everyone who wants to remove Energy Drain never ever gets more than their 1 button spam healers until the day this game dies
    (5)

Page 9 of 11 FirstFirst ... 7 8 9 10 11 LastLast