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  1. #571
    Player
    Nabril's Avatar
    Join Date
    May 2018
    Posts
    352
    Character
    Dorion Borstein
    World
    Halicarnassus
    Main Class
    Black Mage Lv 90
    Over 50 pages of "I want more complex rotations, but I'm not going to ever discuss what I mean by that or provide an example so... just give me more complex rotations!"

    Do you want 72 buttons to push all in random order?
    Do you want to have to do calculations in your head so that you'll know which button to push next based on what damage you did with the last one? 4,284 / 28* 74 *the cube root of (85345 * pi / 25) so I must hit... X... aw damn... too late on that one.

    What do you mean by complex rotations? PlayStation controllers only have so many buttons. Do you want to be forced to upgrade to a keyboard so you have more buttons to push at the same time at certain times really fast in order to perform some ultra maga combination of keys that unlock a massive move after 14 such combos have been successfully done in order?

    What do you consider a complex DPS rotation?

    Groups must be pressed at once or it fails
    HAT4
    HAWO
    HK4C
    KPD3
    Then you get access to your next rotation group...
    All must be done while moving in 4 seconds.

    What do you mean by complex rotations?
    (0)

  2. #572
    Player
    Nabril's Avatar
    Join Date
    May 2018
    Posts
    352
    Character
    Dorion Borstein
    World
    Halicarnassus
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Supersnow845 View Post
    4) make healers do the same damage they currently do in a far more interesting way
    YES! I want far far far more complex DPS rotations for healers so they can stay on point with DPS and not get bored waiting for someone to heal. I want to see their DPS fail if they have to stop half-way through the rotation to heal someone.

    Make it like the old BLM where we had to work hard to keep up Enochian. If we failed, we had to wait until Enochian fell off cooldown before we could restart our rotation.

    It would be great if healers had to do that as well. Right now, healers have too much focus on healing. They need to DPS more.
    (1)

  3. 01-16-2024 10:26 AM

  4. #573
    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 Nabril View Post
    What do you mean by complex rotations?
    Pretty sure I linked what I'd do somewhere in the previous 50+ pages, but for the sake of explaining again, here's an example of what I'd do to WHM's damage rotation:

    - Reduce Dia's duration/potency from 30s, 65+10x65 (715 total), to 12s, 150+4x70 (430 total)
    - Add a new GCD called Water (later Banish), with a scaling potency of <current Stone/Glare potency> + 40, 15s CD. Assuming Glare 4 is 320p, that'd be 360p

    That's it. There's a load of other systems I'd also add that utilize this to create new healing tool design opportunities, but the absolute basics of the DPS rotation changes is this. It changes our rotation from this to something more like this. Or, in image form to illustrate 'GCDs spent per 1min loop':



    For another example, SCH:

    - Add Broil V, using it being 300p as the 'baseline GCD power'
    - Rescale Biolysis to be 350p total over it's duration
    - Add Miasmalysis or whatever name, make it a casted DOT with 24s duration, 100p on cast and 30p per tick (total 340p)
    - Add Shadowflare, placing a DOT zone centered on the target for 15s, 100p on cast and 50p per tick (total 350p). This makes it useable in AOE, stronger than Art of War to maintain but not to spam

    Others have their own ideas I'm sure, but the point is, when people are asking for SE to make it 'over the hurdle', the hurdle is currently buried underground, so it does not take much to get over it. But we're still waiting for them to actually make it over. If they want to just shamelessly take ideas people have posted in these forums, we (the people who posted said ideas) would be delighted, because it'd mean something gets changed. Maybe it works, maybe it doesn't, but at this point it's better than another two years of 'more of the same', as more people will grow weary of the healer rotation and leave the role over that time period if nothing changes, and there's only so many people who can be 'new healers' before we run out of fresh meat.

    You don't need 72 buttons or 'make it impossible for PS players on controller' to have a kit feel more engaging. BLM only has a select few buttons to press in it's rotation, but it's how it uses those buttons that make it engaging and fulfilling to master, with it's 'lines' thing

    edit:

    Quote Originally Posted by Bole View Post
    Stormblood SCH was in a much better state DPS wise - if some of those elements came back, it would reduce the monotony (and the point is that they've already achieved this before).

    Realistically, they'll never manage to increase healing requirements to make current healers useful in anything but the hardest content. This is why I a slightly more interesting DPS rotation is a better solution.
    Exactly. SB SCH is what I'd use as the starting point for a rework for the role. How often did we hear people complain that healing was boring or 'not engaging' in SB, when we were doing Hell's Lid for our weekly tome cap? Hardly ever by comparison to now. AST too, with it's unique card effects. The complaining back then was mainly centered around WHM, on account of Lilies being dog. If we had SB healers, with SHB Lilies/Solace/Rapture/Misery, then healing would be in a great place to build off of
    (7)
    Last edited by ForsakenRoe; 01-16-2024 at 11:19 AM.

  5. #574
    Player
    Grizzlpaw's Avatar
    Join Date
    Aug 2023
    Posts
    50
    Character
    Kuma Grizzlpaw
    World
    Seraph
    Main Class
    Dark Knight Lv 67
    Imo, PvP Sage is perfect.

    If they just pasted that design over to PvE while keeping it's healing buttons as they are now... Perfect. They don't even need to add any more button bloat to the class because all of those buttons already exist. They're just designed much better.
    We need healer DPS kits to be designed more like PvP Sage.
    (3)

  6. #575
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I feel like all of the healers should have some interplay between their heals and DPSing rather then that being strictly WHM's shtick.
    (0)

  7. #576
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    256
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Even if they bump up the volume of healing they can only do it in two ways

    1) more planned healing- if they do it this way it will further amplify the stupid dichotomy and just further increase how much more useful shield healers are over regen healers (it’s funny their experiment to create main and off healers that backfired years ago basically exists in the current game, shield healers are the main healers, regen healers are just gimped casters with a few healing oGCD’s)

    2) random damage- this is extremely limited by the system due to the slow GCD, it worked kinda well in coils when the damage the boss did to the tanks was generally un-telegraphed and varied throughout the fight but in 14’s system would be hard to replicate on the party itself unless the regen healers were given a very short permanent GCD to counter the slow GCD for random damage

    Either way neither of these is going to happen because square is far too stuck in their ways with raid design (seriously can anyone name a savage fight that has stepped even a toe out of line since creator) so the best we can hope for is maybe some more DPS options
    It happened already this expansion, P8S early on. Healing phase 2 was ROUGH and required actual planning for hps, not just mitigation. People were complaining nonstop though. So is it a good thing?
    (0)

  8. #577
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    ...People complained about healing P8S?

    The only particular complicating factors in the fight were the heavy DoT active during the fire/ice mechanics and the need for spot heals during High Concept. If people were dying during Dominion from my experience it's usually because the ranged were pre-positioning for the towers and putting themselves out of range for AoE heals after the initial impact.
    (0)

  9. #578
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    256
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Yes, they were. I remember vividly that there was a ton of public outcry about how healing felt like healing Ultimate. Healers were upset they couldn't just ogcd everything away and not care. Just look up "ff14 p8s healing" on google - you'll find a fair few posts about healer shortages.
    (0)

  10. #579
    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
    I'm pretty sure the healer shortages were because of the fights being more of a mitigation check than a healing check. If someone dies to Dominion, it's usually a caster, and it's usually the melee not using Feint. Same with Stomp Dead in P1. I know a lot of healers were sick of being blamed for not healing when they already put up everything they could and the melee missed Feint so someone dies with barely 100 overkill.
    (7)

  11. #580
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    I think both tanking and healing would be massively more engaging if it applied cyclical desing, where healing or mitigating builds towards big dps buttons and general dpsing builds towards big heal buttons. As it is, it's just minimizing the gcd healing and mapping out the ogcds and pressing 1 for majority of the fights.
    (0)

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