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  1. #2791
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    702
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Feels like most games offer an Easy and a Normal mode anymore but not hard. The easy mode is for the storygoers and non-grinders. Feels like there is no hard mode in games anymore unless it's New Game Plus.


    FFXIV is kind of the same. The MSQ and Normal Mode content is the Normal. The Easy mode is the easier mode option for solo duties in the MSQ and the trust system. The Hard mode is always existing content but harder, the "New Game Plus" feeling. I admit I reached a bit but I couldn't help but notice the connections.
    (2)
    99.99% chance probably a Titanman alt

  2. #2792
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    751
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    https://forum.square-enix.com/ffxiv/...feedback-is... Just bring this up here as the forefront over here.
    (1)

  3. #2793
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    441
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    Quote Originally Posted by Maltothoris View Post
    https://forum.square-enix.com/ffxiv/...feedback-is... Just bring this up here as the forefront over here.
    Good thing I quit healing.

    Can't wait for Yoshi-P to beg players to play healer again on stream when PF is dead waiting on healers again.
    (7)

  4. 02-11-2024 08:46 AM
    Reason
    mis post

  5. #2794
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by MisterNublet View Post
    Good thing I quit healing.

    Can't wait for Yoshi-P to beg players to play healer again on stream when PF is dead waiting on healers again.
    I remember looking over there shortly after I made this post a long time ago.

    What I noticed was: The healer forum was largely empty. One new post every few weeks. Looking at it again, not much has changed.

    Last posts on certain topics: 3 posts in January, 6 posts over a 4 month period

    So no, I don't take what they say seriously at all.

    Reoh
    01-25-2024,

    chamfer
    01-19-2024,

    Pyonko
    01-06-2024,

    chamfer
    12-14-2023,

    Miso
    10-19-2023,

    3 posts in January, 4 posts over a 4 month period

    So no, I don't take what they say seriously at all.
    (5)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  6. #2795
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Bonoki View Post
    Feels like most games offer an Easy and a Normal mode anymore but not hard. The easy mode is for the storygoers and non-grinders. Feels like there is no hard mode in games anymore unless it's New Game Plus.


    FFXIV is kind of the same. The MSQ and Normal Mode content is the Normal. The Easy mode is the easier mode option for solo duties in the MSQ and the trust system. The Hard mode is always existing content but harder, the "New Game Plus" feeling. I admit I reached a bit but I couldn't help but notice the connections.
    Engineered extreme Difficulty is a weird thing tied to business strategy more than anything else the majority of the time. In normal games it has no purpose to exist except as a novelty, since it only appeals to small numbers of people. Arcades primarily used difficulty to make people spend more money, but when arcade culture began dying out due to consoles there was no longer a need for high difficulty, and people created cheat devices like the gameshark, ultimately because it opened up new ways to play games and often circumvent overly difficult sections. Games as services present a unique set of problems involving difficulty since people can't use cheat devices or they get banned, and most of the time the difficult content requires more than one person so there is a huge amount of preparation tax going on to even engage in it.

    EDIT: I had to update this a bit since it sounds like I'm talking about difficulty in general when I mean extremely pushed difficulty, usually for the sake of designing or engineering a specific success rate or learning period before clearing.
    (0)
    Last edited by Colt47; 02-12-2024 at 12:05 AM.

  7. #2796
    Player
    MisterNublet's Avatar
    Join Date
    Oct 2020
    Location
    Gridania
    Posts
    441
    Character
    Autechre Voidmoon
    World
    Midgardsormr
    Main Class
    Sage Lv 90
    :snipped:
    3 posts in January, 4 posts over a 4 month period

    So no, I don't take what they say seriously at all.
    I wouldn't put it past the devs to take the lack of feedback and silence on the JP side of the forums as an "everything is great since there are no complaints." I believe even their Chan website shared the same sentiments regarding healers needing to "stay in their lane".

    It's clear they don't care what kind of feedback they receive from the West side regarding healers (or anything else for that matter).

    We won't truly know until they show the new job actions and any possibly gameplay changes when DT approaches, but I'm not holding my breath with a dev team that boots a healer from the test group because "they got too good".
    (6)
    Last edited by MisterNublet; 02-12-2024 at 05:11 AM.

  8. #2797
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    The main issues I'm seeing is when the gear level matches content and level sync gets involved sage has problems keeping people up even with the one button rotation, because it's healing is based off of DPSing and you have no way to keep that up when a tank is pulling down a hall. It's one of the first times I've seen a job where it depends on the tanks having self healing to survive completely, unlike the scholar that has firehose healing fairy. So any argument against additional dps actions on the front of needing more healing buttons is kind of moot: They already have problems on the shield healer side even with the skills they got. The other issue is that they are using enrage mechanics, which signals going more "face meet fist" caveman approach to combat vs tactical combat that most games have which lack the enrage mechanics. No matter how many puzzle box type of things they put into fights it is just healing output vs damage taken and dps output vs timer. There is only so much design space inside of a tab target MMO to work with and eventually it starts turning into designing novelty over function.

    Ultimately, I don't see people here wanting to turn healers into DPS as much as having healing kits that are simple and easy to work with, so healers have more options for handling the movement mechanics and keeping up a rotation like the other jobs in the game are. I've seen so much healer stagnation that being a healer gives faster queues than tanks almost all of the time, and the healer role is insanely hard to fill on PF in any kind of end game duty finder. People would probably even be willing to take new healers into savage given the state of things because there isn't any choice. Even collapsing the raid community onto aether isn't cutting it anymore. When the game picks up again we'll see the same illusion of the land of plenty with healers but I doubt anyone is going to really fall in love with them and stay long term on team green.
    (0)
    Last edited by Colt47; 02-15-2024 at 09:41 AM.

  9. #2798
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,902
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    ^SGE has the highest HPS of the 4 healers and it’s not particularly close and this is true at almost any level, the only time that kardia really has any sort of impact on SGE as a class is sub level 30 content when your healing options consist of kardia or diagnosis. Going any higher than that your main tools become SGE’s overpowered free regens that work on top of its mitigation

    If kardia was actually impactful to SGE’s healing potential (say for example physis was AOE kardia, kerechole’s mitigation only snapshot like CU but refreshed each time kardia ticked and pan/haima gave a 15 second window where you had to charge each stack by proccing kardia) then the consideration of SGE struggling to do much more than DOT while running would actually be valid but as of right now SGE doesn’t even need kardia
    (10)

  10. #2799
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Sage is NOT: A DPS-oriented barrier healer.

    Sage IS: An OGCD healing oriented regen healer.

    Sage's most used healing resources are Kerachole, Ixochole, and Physis II. What do they have in common? All three have nothing to do with DPSing other than enabling you to spam Dosis III more and nothing to do with barriers period. Meanwhile, Kardia, the thing that is supposed to be the heart of Sage's healing identity has no way to interact with it, no way to address different healing requirements, and almost no reasons to ever actually pass it around to other party members. There are certainly situations in which you can swap it to other party members, but the effect is too slow and too weak to have any meaningful applications in tighter healing requirements in which healing resource management actually can be an important choice to make. So the only times where passing Kardia around to heal actually can be used is situations in which there is no pressure on your other healing resources anyway. Sure you can use Kardia, but you could also use literally 20 other buttons for the same thing. In fact, using your Addersgall may very well be a better use of resources than Kardia anyway since you're more often than not drowning in Addersgall that you'd like to spend on actual healing to restore your MP rather than either wasting the healing when no one needs it for the MP or just foregoing the MP altogether.

    And that doesn't even go into how little Sage relies on barrier application as a "barrier healer." Haima and Panhaima? Cool, but also niche and on long cooldowns. Holos? The barrier was added as an afterthought and is also a long cooldown resource. Eukrasian Diagnosis/Prognosis? You mean the two objectively worst healing actions you can possibly use other than vanilla Diagnosis/Prognosis or Pepsis: the skill that's utterly garbage specifically because it relies on having the barriers from the almost equally garbage GCD barrier heals that a good Sage never touches?
    (11)

  11. #2800
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,902
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I would really like the shield healers to lean into actual shields and visible mitigation (such a protraction) over invisible mitigation because it feels more impactful

    Think on the visible mitigation side
    -SGE has haima (2 minutes), panhaima (2 minutes) and holos (2 minutes) (and holos shield was added because of the dominance of critlo in DSR)
    -SCH has seraph (2 minutes) and protraction (1 minute)

    Meanwhile on the invisible mitigation side
    -SGE has kerechole (30 seconds), taurochole (45 seconds) and holos (2 minutes)
    -SCH has sacred soil (30 seconds), fey illumination (2 minutes) and expedience (2 minutes)

    The game strongly encourages you to use invisible mitigation over visible mitigation (especially with how dominant kerechole is) even when it feels less impactful, I really wish at least one of the shield healers leaned more heavily into actually producing visible shields and HP up as mitigation (especially when that leads to interesting interactions like shake it off being double buffed by protraction) because being shielded for 50% of the hit via a spreadlo feels way more impactful than taking 50% less damage because stacked 4 mitigations
    (3)

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