Page 48 of 65 FirstFirst ... 38 46 47 48 49 50 58 ... LastLast
Results 471 to 480 of 642
  1. #471
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,911
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by LynxDubh View Post
    [...]- Give a a skill that grants target ally or self a buff that deals damage when struck. Like Warrior's Vengeance or Ifrit Egi's old Radiant Shield. Let it deploy with Deployment Tactics so it has more use than just Deploy Galvanize. If they want it to be safe, it could just be an aoe[...]
    Could also add Protraction into the list of "can be deployed"-buff if they're going to keep Protraction.
    (0)

  2. #472
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by LynxDubh View Post
    A few fun, but conceptually rough, things I wanna throw into the arena for SCH:

    - Make Deployment Tactics work like in PVP. Let it Bane spread Biolysis and Chain Stratagem.
    - Give a a skill that grants target ally or self a buff that deals damage when struck. Like Warrior's Vengeance or Ifrit Egi's old Radiant Shield. Let it deploy with Deployment Tactics so it has more use than just Deploy Galvanize. If they want it to be safe, it could just be an aoe.

    In summary, do fun stuff with Deployment Tactics. It's one of the few unique skills SCH has and it's been languishing as a crit galvanize spreader.
    Actually, a good question related to this:

    What would be the downside of Deployment having a much shorter (20-30 sec) CD like Emergency Tactics does?

    It would let you put out bigger (Adlo) AOE shields more frequently, but you wouldn't have the guaranteed crit and it would still cost you a GCD and 1000 MP for the Adlo. Would this really be overpowered? It would still be optimal in most content to hold Deploy for emergencies and use your oGCD healing/mitigation tools instead for more minor damage. It would be a crutch for novice healers, but that's not really a bad thing. And a short CD could allow it to work like PvP where it can be used offensively and defensively since, say, a 30 sec CD would still allow you to line up every 3rd Deploy with a Recitation.

    I'm just asking since I'm not really sure, but what are the pros/cons to just having a 30 sec Deployment Tactics that can work with both Adlo and Biolysis?

    EDIT:

    Quote Originally Posted by AmiableApkallu View Post
    If I were to reformulate the nominal topic of this thread, it would be as, "How would you reduce the amount of time healers spend on filler actions?" It has the nice quality that it has a quantifiable aspect: we can look at logs for how much time healer's spend now, and we can try to work out what the time might be under a proposed solution. (And FFXIV being a game, implicit in that question would also be evaluating answers on things like "fun" and "interesting.")
    The SIMPLEST answer - not necessarily the BEST, mind you - would be to cut the power of oGCDs by about 75% and cut the power of GCD heals by about 50%.

    Then have boss damage be split to half of what it is, but happen twice as often, not stacked all at once. Where an encounter might now deal 100% of the party's health over 5 seconds and two back-to-back attacks with 20 seconds between the two double attack sets, change it to where it does 25% each attack, but attacks come every 10 seconds instead. (Just as an example). So instead of 50% (t=0), 5 sec later 50% (t=5), 20 sec later 50% (t=25), 5 seconds later 50% (t=30) vs 25% (t=0), 10 sec later 25% (t=10), 10 sec later 25% (t=20), 10 seconds later 25% (t=30).

    If both of these were done, it would result in a greater need to pair GCDs heals with oGCDs, and require more breakup of the spam filler to cast those spells.

    For harder content, this would be increased. Say for Extremes, it would be 35% and for Savages 45% or even 50%, with those bigger spikes REQUIREING planning out those oGCDs to pair with the GCDs, sort of like how Tanks will often pair their 30 sec mit with one of their 90 sec mits to mimic the effect of using their 120 sec big mit.

    .

    Note again: I'm not saying this is the BEST way, just that this is _A_ way. It doesn't take a lot of effort to consider ways to do this.
    (0)
    Last edited by Renathras; 11-21-2023 at 11:08 AM. Reason: Marked with EDIT

  3. #473
    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 think the only one that was hard on you was Ty, I just gave my thoughts on why I don't think a combo is a good fit for healers and Sarge agreed with it. I didn't mean to be hard when I suggested against it and I'm sorry if I came across otherwise.

    To be fair to Ty though, he's seen it suggested several times over and doesn't see it fixing anything, and I largely agree that it doesn't fix much. The big problem with it is that it's not any different from the 111 spam we have now, it's a linear choice with no deviation or extras to work with. Procs dynamically change up what our next action could be, gauges can be spent or saved depending on ones proclivities, DoTs, debuffs, buffs, and cooldowns break up the monotony of that linear choice, even if it's on a strict timer itself.

    Every job that has a 1-2-3 combo typically has that 3rd button unlock something else in the kit, more gauge to spend, stacks to spend, procs, another timer to watch, etc. It adds a layer of interactivity beyond the combo and it's less about "having the combo" and more "the combo does something interesting". I'd rather cut the middle man of the first 2 buttons and go straight to the 3rd button since that's more or less how the casters work in this game; I don't need to do Fire > Fire II > Fire III to unlock Astral Fire, I just go straight to Fire III, Fire and Fire II have other uses in the kit instead.

    I don't think having a 1-2-3 combo is in itself a bad thing on a healer, but I think it's best used on one that has a melee phase rather than a base for all of them to work off of.
    I didn't even see their comment actually. What made me post that was agreeing with this statement:

    Quote Originally Posted by SargeTheSeagull View Post
    I agree with Dusty. Healers are magic users and straight up combos, even if they share a button, would just feel wrong.
    I'm sitting here on the sidewalk with my intestines hanging out of a gaping wound in my stomach, and I'm tired of people offering me a band-aid and nothing else. I know it's not intentionally an insult, but it starts to feel like one when it happens over and over. It just baffles me how the go-to solution for people uninvested in wanting an actual solution to the problem is something that is hilariously offbrand for casters and healers with the only exception being Red Mage's brief burst combo designed specifically to represent the history of Red Mage being not entirely useless with weapon attacks in Final Fantasy history unlike casters.

    "Hey, pass me a soda."

    *Hands me a trumpet*
    (1)
    Last edited by ty_taurus; 11-21-2023 at 11:17 AM.

  4. #474
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Renathras View Post
    Snip
    Ok, are you aware that what you propose would be harming WHM players who want for engagement? How many of them are there? Would you allow WHM to gain complexity if it's provable that they outnumber those who want it to remain as it is?

    You are also approaching the question from the position that your 4 Healers Model would be unmitigated good, it's not. I already told you that it solves none of my issues, so I don't benefit from it, why would I then support it?

    You are also not actually answering the root question of why having more damage complexity harms your enjoyment. Let me go back through the facts:

    1) You don't care for parse
    2) It's been proven that healer damage contribution is minimal in terms of beating enrage
    3) You love seeing a good healing plan come together and do not care for damage optimisation
    4) It's normal for bad parties to exist, some parties just cannot clear a fight
    5) The community does not care to scrutinise and make a big issue out of any minor mistake

    If your only actual argument against it is "It harms me because on very rare occasions my Glares are helpful in barely beating the dps check", then I'm sorry, but that's not a very compelling argument for blocking WHM's growth. "I don't enjoy it" is not a compelling argument either, I take the same issue with you leaving WHM as is, I don't enjoy that either.

    EDIT: Meant to write this also, but queue popped. You accused me of not letting you enjoy something because I want to enjoy every healer, but you don't actually know what I enjoy. I don't care if WHM evolved in a way I don't personally enjoy, I just want to see WHM evolve, not stagnate. My main concern is the stagnation of the healer role, which would be more harmful in the long run than rounding out the kit with some more damage spells and interactivity at the cost of some people not being happy.
    (9)
    Last edited by Aravell; 11-21-2023 at 11:48 AM.

  5. #475
    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 Renathras View Post
    Actually, a good question related to this:

    What would be the downside of Deployment having a much shorter (20-30 sec) CD like Emergency Tactics does?
    The biggest downside is it would devalue Succor more as the shield on Adlo would always be stronger this way. Emergency Tactics has similar issues in that it also devalues Physick to an extent, but even then Physick still has the (admittedly not very useful) niche of only costing 400 MP compared to the 1000 of Adlo/Succor.

    Adding the Bio and Chain spread to Deployment would be a net positive at least, and maybe it could have a reduced cooldown if used on a mob instead of another player so as to not disrupt single target balance while providing something more fun for dungeons.
    (0)

  6. #476
    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 AmiableApkallu View Post
    If I were to reformulate the nominal topic of this thread, it would be as, "How would you reduce the amount of time healers spend on filler actions?"
    Well, I have a couple ideas...

    Quote Originally Posted by Renathras View Post
    I'm just asking since I'm not really sure, but what are the pros/cons to just having a 30 sec Deployment Tactics that can work with both Adlo and Biolysis?
    Pros: you bring back spreading DOT (helps with dungeon packs), you play more into the SCH theme of 'set up mitigation' (it feels more thematic to deploy a shield rather than just Succor it onto people), SCH is made stronger, button has multiple use cases

    Cons: It kills SGE. A SGE/SCH shield lasts 30s, so you'd be able to put it up at literally any time, and be guaranteed that it either covers a hit, or will be 'ready again' at the same time it falls off. But, an Adlo is 540p effective shielding, and a Succor is 320p. SGE, however, has to use Zoe as their 'Deploy Adlo' equivalent, and it's already 'not as strong', making their usually 320p shield into 480p. Zoe's 90s CD, so you'd have SCH being WAY better at mitigating big hits. To keep the playing field balanced, SGE would have to see Zoe lowered to 30s in order to not get told 'you are bad class' (you can see DSR and the Holos shield addition to see that SE thought that 'not as much mit as SCH' was a very real problem for SGE on release). BUT, Zoe doesn't just affect shields, it affects all healing spells. So now SGE's base healing has just been buffed through the roof to try and keep parity with SCH, and now it's an arms race situation

    Giving it a second charge though (keeping it's 'recharge time' at 90s) would maybe work, and be less 'destructive' to SGE's health in the PF-Sphere

    Quote Originally Posted by Aravell View Post
    3) You love seeing a good healing plan come together and do not care for damage optimisation
    I do get a small amount of.. some feeling or another from this line, maybe schadenfreude or something similar. Because I do wonder for WHM, 'what healing plan?' Anything that happens to us, we respond 80% of the time with 'Rapture'. The 'healing plan' is something the other three healers do, rotating through their OGCDs, WHM just goes 'Magic Missile! Magic Missile!' with the same heal over and over until they have no Lilies left, at which point it's Cure 3 or Medica 2. I remember my 'healing plan' as a WHM in TEA. It was 'Temperance at 5 stacks, do 4 Medica's, use 3 Lilies with PI, spam Cure3 until phase is over'. Compared to my Noct AST partner who was doing some mad gigabrain stuff on their OGCDs, use Star here, pop it here, use CO on this stack count, use CU to cover point A to point B. WHM is just bruteforce healing power, and that can be useful in prog, fun in prog even. But once you don't NEED that power, it doesn't have much else to keep it feeling engaging.

    The one time I felt clever on WHM in recent years (like the past 4 or so) was doing UCOB to help a friend's prog, and I had the idea to purposely hold Assize (at a damage loss), so I had one extra 'heal while moving' to cover Blackfire Trio's stack mark damage
    (1)
    Last edited by ForsakenRoe; 11-21-2023 at 11:54 AM.

  7. #477
    Player
    SweetPete's Avatar
    Join Date
    Dec 2013
    Posts
    990
    Character
    Princess- Princess
    World
    Coeurl
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by TheDustyOne View Post
    I think the only one that was hard on you was Ty, I just gave my thoughts on why I don't think a combo is a good fit for healers and Sarge agreed with it. I didn't mean to be hard when I suggested against it and I'm sorry if I came across otherwise.

    To be fair to Ty though, he's seen it suggested several times over and doesn't see it fixing anything, and I largely agree that it doesn't fix much. The big problem with it is that it's not any different from the 111 spam we have now, it's a linear choice with no deviation or extras to work with. Procs dynamically change up what our next action could be, gauges can be spent or saved depending on ones proclivities, DoTs, debuffs, buffs, and cooldowns break up the monotony of that linear choice, even if it's on a strict timer itself.

    Every job that has a 1-2-3 combo typically has that 3rd button unlock something else in the kit, more gauge to spend, stacks to spend, procs, another timer to watch, etc. It adds a layer of interactivity beyond the combo and it's less about "having the combo" and more "the combo does something interesting". I'd rather cut the middle man of the first 2 buttons and go straight to the 3rd button since that's more or less how the casters work in this game; I don't need to do Fire > Fire II > Fire III to unlock Astral Fire, I just go straight to Fire III, Fire and Fire II have other uses in the kit instead.

    I don't think having a 1-2-3 combo is in itself a bad thing on a healer, but I think it's best used on one that has a melee phase rather than a base for all of them to work off of.
    I understand that. No need to apologize. Just gotta have a little thick skin when posting on a public forum.

    When you explain it that way I can see why it probably wouldn’t go over well with the player base. I guess my confusion is we basically spammed one button back in Stormblood too. Whm for example. You cast aero 3 then aero 2 then start spamming stone 4 and just refreshed the dots. Right? With scholar you dot bio 2 and 3 then miasma 2 spread the dots then go to broil spam.

    I guess my confusion is it all went back to spamming one button when you got finish dotting. I hear most say HW and SB were the best healer iterations. I played during those times too. I just haven’t seen anyone suggest fixes that basically will be universal across all healers to make people happy. I do agree that sage should have been allot more dps heavy for healing and not just a copy paste of scholar.
    (2)

  8. #478
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    650
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    To be fair, even though I'm a big fan of SB SCH and consider SB healers as a whole to be better than what we have here, I think the criticism of "spam filler between DoTs" still applies to then too. It was much less of an issue back then because the times on those DoTs were smaller and broke up the monotony more, or the job had other sub-mechanics to make up for it (SCH Quickened Aetherflow comes to mind, same with AST cards).
    (2)

  9. #479
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by LynxDubh View Post
    A few fun, but conceptually rough, things I wanna throw into the arena for SCH:

    - Make Deployment Tactics work like in PVP. Let it Bane spread Biolysis and Chain Stratagem.
    - Give a a skill that grants target ally or self a buff that deals damage when struck. Like Warrior's Vengeance or Ifrit Egi's old Radiant Shield. Let it deploy with Deployment Tactics so it has more use than just Deploy Galvanize. If they want it to be safe, it could just be an aoe.

    In summary, do fun stuff with Deployment Tactics. It's one of the few unique skills SCH has and it's been languishing as a crit galvanize spreader.
    Imo deployment tactics should be the backbone of SCH's aoe kit. It's such an interesting and thematic ability and being on such a long CD with such limited interaction kinda sucks.
    EDIT: Obviously with MP costs, potencies, other AoE ability adjustments, how it affects (effects?) job balance taken into account.
    (3)
    Last edited by SargeTheSeagull; 11-21-2023 at 12:18 PM.

  10. #480
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I do get a small amount of.. some feeling or another from this line, maybe schadenfreude or something similar. Because I do wonder for WHM, 'what healing plan?' Anything that happens to us, we respond 80% of the time with 'Rapture'. The 'healing plan' is something the other three healers do, rotating through their OGCDs, WHM just goes 'Magic Missile! Magic Missile!' with the same heal over and over until they have no Lilies left, at which point it's Cure 3 or Medica 2. I remember my 'healing plan' as a WHM in TEA. It was 'Temperance at 5 stacks, do 4 Medica's, use 3 Lilies with PI, spam Cure3 until phase is over'. Compared to my Noct AST partner who was doing some mad gigabrain stuff on their OGCDs, use Star here, pop it here, use CO on this stack count, use CU to cover point A to point B. WHM is just bruteforce healing power, and that can be useful in prog, fun in prog even. But once you don't NEED that power, it doesn't have much else to keep it feeling engaging.

    The one time I felt clever on WHM in recent years (like the past 4 or so) was doing UCOB to help a friend's prog, and I had the idea to purposely hold Assize (at a damage loss), so I had one extra 'heal while moving' to cover Blackfire Trio's stack mark damage
    I believe that's the fatal flaw with WHM, it's way too simple. While simplicity is not inherently bad (The PvP kits are extremely simple but they at least have heavy interaction), WHM does suffer from too much simplicity, most of their healing spells are just flat "Heal X amount" spells, the damage side being "Deal X damage" along with every healer also isn't helping WHM.

    All that said, I don't think WHM needs to be really complex, just some nice interactions between things, delete some redundancies, add a couple of situational stuff, just a general rounding out of the kit. There's nothing wrong with the image of a powerhouse healer, it's mostly the implementation that's extremely questionable.
    (0)

Page 48 of 65 FirstFirst ... 38 46 47 48 49 50 58 ... LastLast