Can't wait for 150+ questions to be asked, and of those, 3 to be about healers, and of THOSE, 0 to be actually answered and not dodged


Can't wait for 150+ questions to be asked, and of those, 3 to be about healers, and of THOSE, 0 to be actually answered and not dodged
Gotta answer at least 30+ questions about Graha Tia, what food he's going to stuff down his windpipe and what colour his underwear is in DT after all.




AST is supposed to be getting a "rework" whatever that means.
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]




At this point, my assumption is that the March event will be the benchmark trailer with some soft overview details about combat, but nothing too specific. Then sometime in May we'll see the job actions trailer, and the Media Tour in June for the game to launch sometime in July or early August.


I'm starting to think that the Devs should go watch some anime that has trinity groups in them to remind them how the trinity is supposed to work.
Tanks - Heroic meat shields that hold the focus of the monsters, sometimes taking damage for others but not the primary group healer (looking at you Warriors).
DPS - Melee has to dodge a lot of close range attacks but does great damage, ranged damage that doesn't have to move often but when they do, they can run fast or rely on the healers to put up a shield.
Healers - Keeping people alive via heals or shields, very limited damage, lots of outgoing damage enhancing and incoming damage reduction bufs.




There is nothing wrong with healers being allowed to do the damage they are, the problem is just how the damage is done in such a boring way, 14’s NetCode is terrible for reactive healing and I mean honestly if you want to healslut a paper tank then unironically go play WOW, it’s healing is designed way better but ironically that’s what you are going to be doing in WOW
SCH in HW being a healing specced DPS is the kind of balance I want out of my healers, I don’t want be a healslut but I also don’t want to forget I’m a healer either




This doesn't mean that every game that incorporate a trinity system has to be a strict copy/paste of each other, nor that this interpretation of the trinity system must hold for all time, and cannot be modified in any way.I'm starting to think that the Devs should go watch some anime that has trinity groups in them to remind them how the trinity is supposed to work.
Tanks - Heroic meat shields that hold the focus of the monsters, sometimes taking damage for others but not the primary group healer (looking at you Warriors).
DPS - Melee has to dodge a lot of close range attacks but does great damage, ranged damage that doesn't have to move often but when they do, they can run fast or rely on the healers to put up a shield.
Healers - Keeping people alive via heals or shields, very limited damage, lots of outgoing damage enhancing and incoming damage reduction bufs.


So to sum up what everyone is stating here so people who are coming into this got a better clue: This is the plateau effect. So what happens in games with low skill ceilings is that people will have fun with the game for 10 hours, 20 hours, 100 hours, etc, until they hit the plateau where it just isn't possible to go further. This is why games like Elden Ring, Star Fox, Mech Warrior, and these other non-MMORPG games have people constantly coming back to them. Even Skyrim technical has a very high skill ceiling.
What the game developers of FFXIV are doing is effectively a form of suicide for the sake of a short term profit. They dumbed down the jobs and therefore took the reigns from the player and made it so that they are controlling the difficulty through puzzles and other odd mechanical interactions, which are limited to specific spaces in the game. To have longevity, the learning has to be within the hands of the player and the game has to be something that makes people want to learn these other jobs. Using cheap tactics like achievements and shiny weapons is not going to add longevity to the game, it turns it into a quick lunch-a-thon that people will jump into to grab the latest shiny, grow bored of it within minutes, and move onto something else.
And this is actually true even when looking through the lense of someone who plans out ultimates. They spreadsheet out when to use certain mits and such, but does this have any meaning in the majority of the game? Does it matter if someone uses a mitigation at X time during a normal run of an EX dungeon? I watched people just steamroll the mist dragon from Stormblood on a warrior by just spamming self healing the entire time and dodging a few simple mechanics. If the jobs are this easy, there is no longevity to the game. They will get a boost from Xbox players for a few short months and once people are done, they are going to leave and not really come back unless it's for some short term thing.
What healers are really complaining about is not the fact they lack a DPS rotation: They are complaining that their job is meaningless because with the 2 minute window there is no skill to using anything. Everything is advertised or easily understood in the fights, down to when the boss is going to use a big attack or when some enemy is going to utilize an AOE, so the ultimate healer experience is pressing 1 continuously after a short period of learning how all the skills work. DPS at least have to manage potion windows still alongside having to manage dealing with timing on weapon skills not always being perfect.
I think someone who can actually speak Japanese who can get through the language barrier should be able to get the sentiment to Yoshi that "I don't want more ways to avoid casting cure, I want more things to do when I don't need to heal."


I mean, the problem is that they took away the ability for people to want to come back and learn more about how to play a job with the 2 minute window and the redesign in shadowbringers. People either are going to complain about the lack of depth (I.e. want more dps buttons on healer so I can do something, because it adds depth to the job since you have to choose to either heal or continue a chain of attack), or play and just leave the game for extended periods of time until the next movie gets released with a coming expansion without so much as saying a word.
Over simplifying a game impacts more than the game but the attitude of the community. Super simple games do not encourage people to come together, they go at each others throats because the new people don't realize how hollow it is, and the people who are experienced don't realize how shallow the water is in the pool consciously and then tell these people to go read a simple guide on job rotation or whatever that takes all of 10 minutes to read, then go practice on a striking dummy.
Last edited by Colt47; 02-27-2024 at 02:27 AM.
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