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  1. #1
    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 TheDustyOne View Post
    There is currently no job where playing poorly and playing well is at a 1% gap.
    ...and that's irrelevant since that's not the point here.

    The point here is to have a compromise between the "we want more DPS buttons to hit in downtime" and the "we don't" crowds. The idea of a compromise would be to allow the latter to continue to play as they do now - without engaging with the "new" buttons - and still be able to do the things they do now. Two readily apparent ways to do this are (a) leaving at least one Healer Job as it is today so the players not wanting to engage with "more DPS buttons" can play that Job and not have to (4 Healers Model) or (b) to give the healers more complex DPS kits, but tune them to where not engaging with them has a very small performance gap so that the players continuing to play as they do today are not harmed in the transition (including doing high end content, which they can do today with the current kits).

    This isn't about parsing - as I said before, I don't care about parsing.

    It comes down to how something FEELS to play. Feels good or feels bad. Something people wanting more buttons don't seem to understand is an issue with the people not wanting more buttons that would feel the more buttons "feel bad".

    It'd be one thing if we were talking about a totally new Job, or a brand new game in development. But we aren't. We're talking about an existing game, and existing Jobs, with existing kits that you want to change out from under people.

    I've said it before - it was bad to change SCH and SMN out from under people. It would be just as bad to change WHM and etc out from under people without giving them recourse or compensation. Everyone agrees gutting SCH was bad because it took something from people that liked SB SCH. The contra position is just as valid, that bloating WHM (and the others) with extra damage buttons and then making people that don't engage with them suddenly "bad players" despite them not being "bad" right now would be just as bad. (Specifically WHM, since even as far back as SB, it's played more or less as it does now - did a deep dive on this once and can post that for you if you haven't seen it - and was actually improved going into ShB; and arguably SGE, considering...well, it's only ever been this way, though it's also new so "growing pain" changes can still be justified, especially with SCH still matching a lot of the kit if not perfectly the feel...)

    We're not talking about other roles or other kits. We're talking about a compromise so that people who want to break with the status quo so they aren't bored get to do so without harming or impacting other players who do not want to break with the status quo and actually prefer maintaining it.

    That is, you want something, but you have to give something to the side that is giving up something for your benefit. Equivalent Exchange. Especially when they're giving up a lot for your benefit and getting nothing in return - the people who like healers as they are right now are getting nothing from any of these proposals, even the 4 Healers Model robs them of 3 Healer Jobs. They're entirely losing out for your collective benefit and getting nothing for their trouble other than being called names for arguing that you not get EVERYthing from them.

    .

    And no, "read your tooltips" is NOT how you get how to play Jobs. Tooltips, for example, do not say oGCD and GCD (they say "Ability" and "Weaponskill/Spell", but don't tell you what that means). They don't tell you how to optimize gauge use. They don't tell you much of anything other that combo chain connections. Again, there ARE a few exceptions to this - like SMN. The very Job that hardcore people hate with a passion.

    I won't speak on this topic further, but "all you need to be optimal is to read your tooltips" has never been true. It's not even true of SMN (it wouldn't tell you to delay your Festers for your 2 min windows, for example).

    .

    I would wager some people here DO only think of Savage, but I'm not prosecuting that. I'm just pointing out that for changes that affect everyone, you must listen to everyone's viewpoints and use data that reflects all players. I was saying neither more nor less.

    Quote Originally Posted by Aravell View Post
    Why are people so up in arms about this?
    Something I tend to think of when people ask this kind question, "Why does this matter to you?":

    If it matters to them/you, why should it not matter to me (or anyone else)?

    If it's negligible...then what's it matter if it's 1% or 3%? "10% is nothing" so then why not 1% since it's also nothing? Since the difference is so irrelevant, then it's irrelevant if it was as little as 1%, is it not?

    Quote Originally Posted by fulminating View Post
    selene returns
    I've been curious about this; people suggest Selene returning would free up buttons on SCH by removing one. I've never understood how that's a saved button considering Summon Selene would be an additional button? Unless we're going to use SMN as a guide and have a Eos/Selene version of Gemshine, Astral Flow, and Precious Brilliance. Kind of like Eukrasia if it was a toggle? One might do Whispering Dawn, Fey Blessing, and ??? if Eos is out, while the button would instead do Fey Illumination, ????, and ????? if Selene was out instead? Is that the idea here?

    Quote Originally Posted by ForsakenRoe View Post
    My numbers indicate a 10% gap NOW.
    What?

    Correct me if I'm wrong, but you compared NOW's "glare only" vs "glare and proper Dia and Misery use (2 and 1 time per minute, respectively".

    That's not relevant since "the gameplay now" would be "Glare and proper Dia (every 30 sec) and Misery (1 per min) use". There's no gap between Glare + 2x Dia + Misery vs Glare + 2x Dia + Misery. They're the same thing. G+2D+M = G+2D+M. There's no gap there at all. No one is asking for Glarespam to = G+2D+M right now. The question is for someone playing as they do now (G+2D+M) to have a very small gap so that they aren't negatively impacted by the change, since the point of the change is for you to be "less bored", not to have "a skill gap"...riiiiight?

    On the other hand, your idea would have a gap if one only used Glare + 2x Dia + Misery vs Glare + 4x Dia + Misery + Elements. A gap that is greater than 0. This is the relevant topic of discussion. Comparing that to "Glare only" isn't relevant, since we aren't talking about "Glare only" players. We're talking about "Glare + 2 Dia + Misery" players. (Also Assize, but you get the point.)

    .

    As for what you want: That's dodging the question. I take it the answer is that you would prefer 3 change to none change, you just don't want to be on the record saying such for I suppose obvious reasons? But prove me wrong by answering the question straight.

    The Devs do supposedly look at feedback, even things like this. Though what messages they get out of it...

    As for the rest:

    I pointed out what was different, and we don't have a "Blessing of the Elements" button, so clearly that's difference, as would be gauge optimization, which I've been told is a big deal (on WAR), so we can't ignore that, and it doesn't change the fact 0-100 gauges are boring and overused at this point, we don't need ANOTHER one in the game. I thought we opposed homogenization?

    A lot of the button consolidation cases are different to different people. I never felt I "lost" Esuna...considering I still have Esuna. (Aside: I more felt I lost Leeches on SCH, since that played into the class identity as a Doctrine of Humors physician). Never felt I "lost" Shroud, considering I still have it (effectively) in Lucid.

    Stoneskin is different because it was a spamable (no CD) ability replaced with an oGCD with a time gate. Assize is "button we use on CD". If we cut the CD in half and made it a GCD, it would still be "button we use on CD, but now we get to hit it more often". That is, you're replacing effectively a 40 sec CD button with a 15 sec CD button. Considering how little WHM gameplay revolves around weaving and you don't really powerweave Assize (if Assize was a GCD right now, you'd use it literally the same way you use it now), that's a negligible change, you're just getting a more frequent used CD. I think most people would take that as a win. And normalizing damage isn't hard; average it out and split it up across abilities. Even under your model, it's not like WHM has a ton of them so it wouldn't be hard to either spread them out evenly (weighted) to maintain ability damage in relation to each other OR alternatively just dump it all into Misery. The point being, balancing that is easy, that's not an excuse not to do it.

    This also doesn't cover BoE which, as I said, you can just make PoM upgrade into and cut the CD to 60 sec, no silly gauge required. Why exactly would it not work? You still have the more varied stuff to do, so why is that insufficient...but some magical gauge that you have to try to shoehorn into a 2 min burst all the same is somehow better? What does that have to do with boredom?

    Again, this is the part where my brain goes "why are we talking like DPS players?", because that's a very DPS thing to want/do.

    As for Lily barrier: We already have Benison. We don't need YET ANOTHER button (when Solace and Rapture are borderline redundant AS IT IS) unless you're removing Benison. We already have button bloat, something you know I've argued before. Now, if you meant REPLACE Solace and Rapture, then we can have a conversation, but at that point, why keep Benison around? Just give us back Stoneskin (single target) and Protect (AOE, basically Stoneskin2 usable in combat) as GCDs, and do that thing where if you have a Lily, it makes them instant and cost no MP. Then remove Benison. We still end up around the same place this way in terms of numbers of buttons. That is, remove Solace, Rapture and Benison, add Stoneskin and Protect, make Stoneskin and Protect GCDs with an MP cost, and if you have a Lily, they instead are instant cast, consume no MP, and nourish the Blood Lily (and do this same thing with Cure 2 and Medica, making Solace and Rapture removable. Can even have the icon and spell animation change when you have a Lily).

    I do agree - again, as you know and as I've said, despite you not acknowledging it - that removing the pure/barrier split is a good idea and one I agree with. Again, we've agreed on this point before, so I don't know why you're acting like we don't now. We just disagree on how to achieve it. I see it as doable using the existing buttons we have, you seem to think that we need "more buttons! some indeterminate amount of more!" when...we really don't.

    Also note: Did you miss the part where I said "If you do this with these buttons, I'd agree with your idea"?

    And it's not like what I'm asking is onerous or defeats the point of your suggestion. Assize into Water/Banish doesn't defeat it, since your suggestion doesn't even mention Assize, much less have its current form necessary in any way. Having PoM upgrade into BoE as a 60 sec CD to give you Quake/Tornado/Flood means you still have those extra abilities that you're using to get your dopamine hit from elemental spells and mixing up your animations; the only thing changed here is you aren't futzing with a gauge that is a curse on literally every Job that has one other than maybe RDM. AND, optimal play would still have the player trying to fit that to the 2 min meta/PoM usage anyway. It's sort of the "Does PLD really need Fight or Flight AND Requiescat as two separate buttons?" argument.

    This is you not taking yes for an answer.

    I'm not trying to be hardnosed on this, I just legitimately do not understand why that isn't an acceptable compromise. You're getting 4x Dias per min, you're getting a big CD burst every minute, you're getting the elemental spells you always say you want, you're getting an additional GCD several times a minute...I'm failing to see why this isn't acceptable?

    .

    The rest I'm not responding to, namely the insult/goading jab at the end.

    Quote Originally Posted by Aravell View Post
    I would advise against deleting Succor regardless...
    Agreed. I've seen people suggest taking things like Succor or Soil from SCH, and it's weird to me because those are iconic abilities. Yet people will die on the hill of Energy Drain for some reason, despite it being the most negligible and uninteresting thing in the Job. (Sure sure, people say optimizing it is a challenge, but the effect of it is nearly nonexistent while Succor and Soil are both visually apparent and can have major impacts on encounters and party survival, as well as being very clear and apparent examples of SCH's class fantasy of being a protective barrier healer. Of all the things to remove, I can't imagine why anyone would think removing those would be a good idea.)

    .

    Annnnnd I'm just taking someone's advice and ignoring a certain someone now.
    (0)
    Last edited by Renathras; 11-17-2023 at 06:11 AM. Reason: EDIT for length

  2. #2
    Player
    Saraide's Avatar
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    Jun 2021
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    3,082
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Renathras View Post
    I would wager some people here DO only think of Savage, but I'm not prosecuting that. I'm just pointing out that for changes that affect everyone, you must listen to everyone's viewpoints and use data that reflects all players. I was saying neither more nor less.
    No, this is exactly the reason why so much in this thread is about damage complexity instead of healing complexity. Upping the healing requirement has a much much bigger risk of alienating bad healers than increasing the damage complexity. Changing the healing part affects everyone, changing the damage part does not. For the simple reason that every piece of content has heal checks but only higher end content has dps checks (i am aware of althyk). And in that situation if you wanted to still just spam your basic attack you could do that and not face any troubles.
    (12)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao

  3. #3
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
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    1,189
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Renathras View Post
    We're talking about a compromise so that people who want to break with the status quo so they aren't bored get to do so without harming or impacting other players who do not want to break with the status quo and actually prefer maintaining it.
    Hot take: The current status quo for healers has no place. Period. Full stop. Gameplay where it's incredibly common to spend 50+% of your time mashing a single action belongs in the arcades of old, not a modern PC or console MMO(-ish) RPG.

    Now, anyone is welcome to argue that that time should be re-allocated towards healing actions, and they are welcome to do so with proposals with the same level of detail as "more damage button" proposals – detailed enough to evaluate, perhaps imperfectly, whether time has actually been re-allocated in a meaningful way, without unacceptable adverse effects. That would be a far more constructive response than, "BuT wHaT iF sOmEoNe LiKeS oNe-BuTtOn SpAm SiMpLe GaMePlAy?"
    (4)

  4. #4
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    What?

    Correct me if I'm wrong, but you compared NOW's "glare only" vs "glare and proper Dia and Misery use (2 and 1 time per minute, respectively".

    That's not relevant since "the gameplay now" would be "Glare and proper Dia (every 30 sec) and Misery (1 per min) use". There's no gap between Glare + 2x Dia + Misery vs Glare + 2x Dia + Misery. They're the same thing. G+2D+M = G+2D+M. There's no gap there at all. No one is asking for Glarespam to = G+2D+M right now. The question is for someone playing as they do now (G+2D+M) to have a very small gap so that they aren't negatively impacted by the change, since the point of the change is for you to be "less bored", not to have "a skill gap"...riiiiight?

    On the other hand, your idea would have a gap if one only used Glare + 2x Dia + Misery vs Glare + 4x Dia + Misery + Elements. A gap that is greater than 0. This is the relevant topic of discussion. Comparing that to "Glare only" isn't relevant, since we aren't talking about "Glare only" players. We're talking about "Glare + 2 Dia + Misery" players. (Also Assize, but you get the point.)


    As for what you want: That's dodging the question. I take it the answer is that you would prefer 3 change to none change, you just don't want to be on the record saying such for I suppose obvious reasons? But prove me wrong by answering the question straight.

    I pointed out what was different, and we don't have a "Blessing of the Elements" button, so clearly that's difference, as would be gauge optimization, which I've been told is a big deal (on WAR), so we can't ignore that, and it doesn't change the fact 0-100 gauges are boring and overused at this point, we don't need ANOTHER one in the game. I thought we opposed homogenization?

    A lot of the button consolidation cases are different to different people. I never felt I "lost" Esuna...considering I still have Esuna. (Aside: I more felt I lost Leeches on SCH, since that played into the class identity as a Doctrine of Humors physician). Never felt I "lost" Shroud, considering I still have it (effectively) in Lucid.

    Considering how little WHM gameplay revolves around weaving and you don't really powerweave Assize

    This also doesn't cover BoE which, as I said, you can just make PoM upgrade into and cut the CD to 60 sec, no silly gauge required. Why exactly would it not work? You still have the more varied stuff to do, so why is that insufficient...but some magical gauge that you have to try to shoehorn into a 2 min burst all the same is somehow better? What does that have to do with boredom?

    As for Lily barrier: We already have Benison. We don't need YET ANOTHER button (when Solace and Rapture are borderline redundant AS IT IS) unless you're removing Benison.

    I see it as doable using the existing buttons we have, you seem to think that we need "more buttons! some indeterminate amount of more!" when...we really don't.

    the only thing changed here is you aren't futzing with a gauge that is a curse on literally every Job that has one other than maybe RDM.

    You're getting 4x Dias per min, you're getting a big CD burst every minute, you're getting the elemental spells you always say you want, you're getting an additional GCD several times a minute...I'm failing to see why this isn't acceptable?
    - You don't even know what you're arguing against, and this kinda shows it. The two 90% effectiveness ratings were derived from 'Glarespam now, vs Glares and optimal Dia refresh timings (2x)', on a dummy situation. Misery was not included because it is equal to the Glares it costs. By comparison, the 90.7%, from my design, was 'Glarespam, vs 15 Glares, 5 Dias, 4 Banishes', again ignoring Misery, or Blessing and it's refunds, because they're damage neutral and wouldn't be used on a dummy. The reason I used 'Glarespam with zero DOT uses' for both, is because my DOT would be 12s, and does not divide correctly into the 30s of the current game. It is easier to do a comparison between 'best case' and 'worst case', instead of some weird halfway point like 'in current game, player uses the DOT once (30s), whereas in Samantha-land, the player uses the DOT 2 times (24s)' because that'd cause irregularities due to the missed ticks, and paint a distorted picture. Also, It's 5 Dia's per minute with my design, not 4. If you want to compare someone who uses EXACTLY the current rotation, that is, 22 Glares and 2 Dias per minute (again ignoring Misery), then it'd be 7,680p per minute, which is 86.7% of 'fully optimal Samantha-design'. No doubt this 'proves' that the design is flawed and will cause enrages for years to come (spoilers, it doesn't, the game's built with some leeway in mind, me and my '31 Succors first-clear of P11S' are testament to that)

    - Sod your record. I would prefer to have all four healers change, and have room for a player to express their skillset on them, than for three/two/one/zero of them to change. I believe that leaving any healer in the state it is in, is a grave mistake, and a failure of game design principles. If SE changes 'less than all four' and leaves any to rot, that is their decision and I'll play one of the ones that didn't get left to stagnate. You will not catch me saying the exact line you want me to say, because I don't trust it to be quoted with full context. I also don't believe it, so why would I say it? If SE decides to do only three for whatever reason, it's entirely up to them and nothing any of us say will change anything. However, I believe that WHM getting left to rot, while the other three get improved, would cause a SB level exclusion from PF, which is why I insist on all four. Not to deprive you of your job (as the maths shows, your Ninja's Hyosho Dhit Critting vs not is about the same potency loss as 'purposely using only 2 Dias per minute instead of the possible 5'), but because I don't particularly feel like seeing SB's WHM exclusion again. So I expect SE will either change all four, or more likely, change none of them. God I hope the AST rework doesn't suck, but chances are it will be even more WHMlike.

    - Name a Healer that has a 0-100 gauge that is built by using damage or healing GCDs, and spends 50 on a damage-neutral heal. Homogenization only applies if the two 'homogenized things' are in the same category. Since one's a healer (WHM) and one's a tank (WAR), it's a nonsense comparison to make, and it makes you look like you're grasping at straws. Is it 'homogenization' for RPR to have it's Enshroud mechanic because it works 'kinda similarly to MCH'? Or DNC and WAR because they both spend 50 gauge on 'big hit' (Saber Dance/Fell Cleave)? Should we delete everything until we have exactly one of each design element? Goodbye every melee then, sorry but DRG was the first to have 1-2-3 combos, so NIN/SAM/RPR/MCH/All four tanks have to go byebye. Cancel Viper too

    - Lucky you, that you don't 'feel you lost anything'. I remember the discourse back then, of how much was removed from WHM and repackaged back to them. From the job guide at the time:
    * The following actions were removed with the release of patch 4.0: Cleric Stance, Protect, Esuna, Stoneskin, Shroud of Saints, Divine Seal, Stoneskin II.
    And so WHM had to spend 4 of it's 5 Role slots at the time, buying back things it already HAD in HW!

    - I've played this game for 8 years. What the hell is a powerweave

    - You are so desperate to shoehorn in 'no additional buttons on hotbar' that you sand off all the details. The reason it is not a 60s CD that replaces POM is because then it'd be a 60s CD that replaces POM. Replacing one button with another CAN work, but WHM is so barebones in systems compared to say AST, that it can afford to have things just 'added'. You're asking for something akin to 'hey what if we added Primal Rend, but remove Onslaught'. They're both gapclosers, so it's fine, right? Making the ability a 60s CD that empowers your spells would 'function', but it'd be lame as hell. Because, it's a 60s CD. You'd just use it on CD, with little to no deviation, or creativity in when and where to use it. As a damage neutral heal, it has versatility, it can be shifted around to better line up with raidbuffs, juggling it AND Lilies so that you go into raidbuffs with Misery AND two stacks of Quake/Flood/Tornado would be the optimization game that people seek in the class. And because it's 'damage neutral'. The gain is absolutely miniscule, such that you'd never notice it unless you were parsing. And you don't care about parsing or percentages, so it won't affect you. So there's no issue, and you just want to argue for the sake of it, or because you can't accept you were wrong about the maths

    - Again, we don't need to 'remove' things from the class with the least buttons already. YOU might want every class to conform to a total button count of 32. SE clearly doesn't care about that. I'll go with SE's ruling on it over yours, but I also would consolidate things that can be consolidated. So I'd only add two buttons technically, those being the shield Lily spenders. Without those, I'm button-neutral so I don't want to hear about it.

    - Re-read things. The 'indeterminate amount' is either 0 (if shield Lily spenders are NOT added), or 2 (if they are added). It's an extremely determinate amount and has been for the better part of a year. There was a time when it'd have been 3 (by adding Cleric Stance as a 60s CD) but I don't care enough about it to keep bringing it up, so 2 or 0 it is.

    - DRG Gauge is a curse? I kinda prefer it over 'looking at my buff bar to see if I have BOTD timer spare'. NIN's Huton gauge is a curse? Again, I'd rather look at it than the buff for Huton that jumps all over the place when shields and raidbuffs get applied. I can't imagine half of the jobs we have now without a gauge. What the hell would BLM do without it's gauge? What would BRD? The reason I'd add this element to WHM's gauge is simply: It barely HAS a gauge right now. It's a very pretty over-decorated graphic that tells you 'Solace/Rapture have 3 shared Charges, here is how many you have' and the Misery counter. This could all be done without a gauge at all, by just having 'Blood Lily Blooming' as a buff with no timer, and at 3 stacks you can execute Misery. The WHM Gauge is so hollow at the moment, it could do with what I suggested just to get it up to the level the other healers are at. SCH has two elements (AF/Fairy), SGE has two (Addersgall/sting), AST has... a lot going on (Major/Minor/Seals for Astrodyne). WHM's uniquely 'empty'

    - Again, it's 5 Dia's a minute. It's hard to take what you say seriously when you can't even get the details of what you're arguing against right. But for the other stuff, I don't want a big CD burst every minute. We have Misery for that. You have taken what I asked for, a gauge that charges a powerful GCD heal, and turned it into 'what if it was a 2min meta conforming damage CD?'. If you cannot understand why anyone would find that unacceptable, I'm not sure we're playing the same game. The two things (GCD heal/60s damage steroid) have like, one thing in common: that they'd be a button on your hotbar that you press. Also, if it's a damage CD that you press every 60s, you introduce the potential for someone to drift it, losing them damage for the rest of the fight, and potentially even more if that loses them a use. Oh, and both WOW and FF have the same issue on the last point: A GCD that doesn't do anything directly feels awful to press. I've seen complaints about how bad Bahamut feels to summon, because he doesn't do anything for that GCD. It is a 'dead button', only there to activate the 'actual damage' buttons. OGCDs prevent this feeling somewhat, as they don't cause 'dead air' in the rotation. IDK why Bahamut can't do one Akh Morn on summon, and a second when enkindled (same damage, but the summon button has damage attached to make it feel better)

    tl;dr you missed the point of why I made design decisions I did to such an extent, it's almost impressive
    (11)
    Last edited by ForsakenRoe; 11-17-2023 at 08:56 AM.

  5. #5
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
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    Limsa Lominsa
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    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Renathras View Post
    Something I tend to think of when people ask this kind question, "Why does this matter to you?":

    If it matters to them/you, why should it not matter to me (or anyone else)?
    You're missing the point by a mile again. I do not care whether or not this matters to you or anyone else, I am pointing out the fact that the damage loss from 10% shaved off filler spam is so negligible that anyone that tries to blame a healer for an enrage will look like an absolute tool. I am pointing out that "players will no longer be able to meet enrage by playing as they are now" is an extremely flawed argument.

    Also, I don't know what world you live in where people who do 80%-90% of their total output is considered a bad player, but whatever. I will just say I completely disagree that a 1% difference is enough, I think effort should be rewarded and people who don't put in the effort should be nowhere close to optimal, I don't care if it makes someone feel bad. I felt bad too back when I just picked up healer and couldn't heal big pulls, I just practiced and got better, others can do the same if they choose to.

    Everytime it's being pushed that people want to feel good about doing the best and any skill ceiling would be bad for them, I start to believe Ty more and more that this is about the funny coloured numbers on the numbers website, there's really no other reason to care if you're having fun.
    (14)

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aravell View Post
    Also, I don't know what world you live in where people who do 80%-90% of their total output is considered a bad player, but whatever. I will just say I completely disagree that a 1% difference is enough, I think effort should be rewarded and people who don't put in the effort should be nowhere close to optimal, I don't care if it makes someone feel bad. I felt bad too back when I just picked up healer and couldn't heal big pulls, I just practiced and got better, others can do the same if they choose to.

    Everytime it's being pushed that people want to feel good about doing the best and any skill ceiling would be bad for them, I start to believe Ty more and more that this is about the funny coloured numbers on the numbers website, there's really no other reason to care if you're having fun.
    It's kind of sad that the point keeps getting exhumed like some necromancer's minion, because I already went through the back-and-forth on the point. With who? Me. I knew ahead of time, while writing the original design a year ago, that someone would invariably say 'well what about the player who drifts Banish and doesn't keep it on CD, or drops Dia at times, or overcaps on gauge because they didn't need a single heal in that whole minute?', and I made adjustments based on those self-arguments. I've already 'fixed' the issues he raises, he just never got to see the original version. I also can't help but think that it's entirely about the funny numbers. If it's because 'being suboptimal feels bad', well he said he gets green-blue on EX trials and Savages, and purples in 24mans. By definition of how the colour brackets work, he's suboptimal as is. So am I, and so is everyone who doesn't consistently get gold/pink/high orange. By contrast, the one time I got an orange on healer this expansion, my reaction was not one of joy, but of sheer confusion. I often get middle-of-purple, how on earth did I get an orange that time? By doing the same thing I always did. I probably just crit more.

    But I recognise that some people want to be able to clear content without sweating about the fine details of optimization, so I did the design elements I did, so that people could make quite literally ANY mistake they want, so long as they don't make the big one: failing to keep the GCD rolling. And lo and behold, it's still not enough, it's never going to be enough. I could make Glare 3, Banish 3, and Dia, all do 350p each, so that no matter which GCD you used, it'd be the same damage. And STILL there'd be people doing more damage than others, be that because of 'some players put Blessing's refund into raidbuffs, some don't', or 'some players put Misery in raidbuffs, others don't', or 'some players use Banish and Dia effectively for mobility, others just drop GCDs entirely to move'. Or just Crit Variance, everyone's favourite feature. There's no way to make a design that is acceptable, because there's always going to be a way for someone more skilled than me or you or Ren or whoever, to deal more damage than us.

    I play BLM like an ape, and RDM pretty badly too when I use them in EX roulette. I drop Thunder all the time. I sometimes forget that it's 60 gauge in AOE to do the RDM melee stuff, so I have to try and salvage it with Manafication if it's up. And god forbid I go as BRD, DOTs dropped, Songs refreshed off-sync, Refulgent procs overwritten, it's full clownshoe city. And yet, I still have enough fun that I don't think 'wow that was awful I'm never doing that again'. I don't care about how 'optimal' I was in the EX roulette, because it does not matter.

    Fun's subjective and all, and I don't speak for everyone, but I'd imagine that being able to throw out such powerful spells as Quake/Tornado/Flood (for first/all other targets, Q: 410/205, T: 430/215, F: 450/225. Holy is 150, for comparison) in AOE pulls would be 'more fun' (compared to Holy until eyes bleed) to a lot more people than Ren cares to admit. I forgot to mention I'd make QTF have 50% AOE falloff so they can be used in AOE, and that Holy would give 2 gauge per mob hit (such that a pack of 7 mobs would give 14 gauge per cast). I'll go add that now, it might be a bit important. Problem with it though, is that it means 'having to' press the Glare/Dia/Banish keybinds, in AOE situations. 'Having to' being in quotes because you don't 'have to', nobody's got a gun to your head demanding those buttons be used. You could still use just Holy, or use Holy, and the heal to sustain the tank, and then because the pack's almost dead, hold the QTF casts for the opener on the next boss. That's an example of the 'versatility' I would like to inject into the job

    Quote Originally Posted by ty_taurus View Post
    It has been said multiple times at this point, which makes me confused as to why this is still being misunderstood, but I have not, nor have I seen anyone in the pro-DPS camp say that healing requirements cannot increase at all. Rather, what has been said is that they cannot be increased enough for us to be engaged in the healing role from the healing alone.
    Last time I did P11S, I was not terribly engaged with the healing required (because we're all BIS now). I was engaged with healing a couple of days ago, when I was healing Garuda. In UWU. I had not been in that fight in like, 2 years, so the rust meant I was using a lot more GCD shielding than usual (to the point where it was occasionally causing LB generation problems). I'm not of the opinion that 'we cannot increase healing requirements at all', I'm of the opinion that 'in order to 'solve' the issue using just 'healing requirements' adjustments, the amount we'd have to see healing requirements go up by is too high for most players to handle'. As a certain picture showed, there is no overlap between 'amount of healing most players can handle' and 'amount of healing required to make healers engaging as a role, with 'healing' being the primary source of engagement', there is no Venn diagram, it is two separate circles

    I also think that it's way easier for the devs to add to the damage side of the kit than adjust the healing requirements. There's so little there, it's easy to find new design niches for new skills, to avoid another 'we didn't know what to do with SCH' moment. And unlike healing, if you 'get it wrong' with damage you lose a bit of damage (very minimal amount, if my yelling got through to SE). Whereas if you 'get it wrong' with healing, it can lead to deaths, wipes, and the dreaded 'player friction'. That's not to say we can't have more healing requirements. It's just more like... rather than boosting healing required by 100%, they add something like what I posted for WHM, and then boost healing requirements by 30-40%.
    (4)
    Last edited by ForsakenRoe; 11-17-2023 at 11:47 AM.

  7. #7
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
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    Limsa Lominsa
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    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    But I recognise that some people want to be able to clear content without sweating about the fine details of optimization, so I did the design elements I did, so that people could make quite literally ANY mistake they want, so long as they don't make the big one: failing to keep the GCD rolling. And lo and behold, it's still not enough, it's never going to be enough. I could make Glare 3, Banish 3, and Dia, all do 350p each, so that no matter which GCD you used, it'd be the same damage. And STILL there'd be people doing more damage than others, be that because of 'some players put Blessing's refund into raidbuffs, some don't', or 'some players put Misery in raidbuffs, others don't', or 'some players use Banish and Dia effectively for mobility, others just drop GCDs entirely to move'. Or just Crit Variance, everyone's favourite feature. There's no way to make a design that is acceptable, because there's always going to be a way for someone more skilled than me or you or Ren or whoever, to deal more damage than us.
    I want to address this point by pointing to another job, MCH. MCH has a very rigid rotation with some forced crits through Reassemble, the variance is very small in high-end content, but some MCH still do more damage than others, because of crits outside of Reassemble, because of drifting their tools, etc. There is absolutely no way to make sure everyone does the exact same output no matter what, even if you make the simplest/most rigid job in the world, even SMN has variance, and a lot of people think it's really simple.

    The main point though, is that content is not being gated from people if healers change. The dps check of Anabaseios is widely regarded as more lenient, and the amount a healer not performing at average loses is so negligible that it's mind-boggling that anyone is even trying to argue that they'd be gated from content. I'm thinking that people don't actually understand how little healers contribute to the total damage nowadays. The gap between a grey and high orange WHM is about 3000 dps, that's around a 62.5% gap in performance, looks like a large amount, right? That's 4.69% of the P9S dps check, the melee DPS critting some big hits would immediately cover that difference.
    (3)

  8. #8
    Player
    fulminating's Avatar
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    Apr 2022
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    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by Renathras View Post
    I've been curious about this; people suggest Selene returning would free up buttons on SCH by removing one. I've never understood how that's a saved button considering Summon Selene would be an additional button? Unless we're going to use SMN as a guide and have a Eos/Selene version of Gemshine, Astral Flow, and Precious Brilliance. Kind of like Eukrasia if it was a toggle? One might do Whispering Dawn, Fey Blessing, and ??? if Eos is out, while the button would instead do Fey Illumination, ????, and ????? if Selene was out instead? Is that the idea here?
    something along those lines. I just think it's beyond stupid that scholar has an introductory cutscene saying that not only is there a difference between eos and selene, but selene exists. It wasn't even removed for anything, just randomly in the middle of the expansion for no reason. Again it's the issue of SE seemingly being unable to bother giving something a rework and instead the bathwater out with the baby.
    (1)