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  1. #131
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
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    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Allegor View Post
    I mean, 1 spammable spell and 1 dot every 30 seconds, for 86 levels, is bad game design no matter how much people want to twist it to make it justifyable. "You're a healer, your job is to heal not dps" then give us something to heal. People mostly only want more dps buttons because the option to increase healing requirements so we actually heal more has already been shot down (ironic huh?), so right now you can only either spam that 1111111 or stand there doing nothing (or spam heals when the tank is at 97% HP to make believe you're being useful when even you yourself know all that is just wasted healing)
    The option to give us more reasons to heal, particularly at a volume high enough to justify only having 1 standard DPS action, 1 DOT, and 1 Cooldown isn't realistic because the game has never been designed to support that type of damage profile. Asking for more healing opportunities is fine and possible to a point, but that will still require adjustments to the DPS side of healer kits, or the end result will not be anywhere near sufficient to address the problem. Asking for more healing such that no new DPS buttons need to ever get added is literally asking for a different game at this point. That is not FFXIV. That has never been FFXIV. That never will be FFXIV unless we do another A Realm Reborn.

    Either you change the damage profile for all fights moving forward, in which case how in the hell do you design healers to function in the content we have now as well as this new punishingly brutal healing requirement content at the same time? You can't. So the alternative is that you rework every single fight that has ever been made over the last 10 years in order to support this new brutal healing requirements content model so that your healers can actually function in all forms of content. There is no planet in our universe where that is a realistic solution for a game this old. You think the amount of time we spent on creating the Duty Support system was long? And you'd have to roll out all those changes at the same time. You can't roll them out gradually.
    (4)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  2. #132
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
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    Limsa Lominsa
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    2,053
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    At this point, I'd straight up rip the bandage off and tell people that healers are designed to make duty finder queue pops faster. Don't worry about actual healings, people love playing WAR/PLD and will 100% do your job for you. You can look pretty, /gpose, /beesknees while your party deal with the dangers out there for you!

    A plus design from a small indie company. I'm so grateful /s
    More like healers are designed to slow down queue pops by being so anti-fun that barely anyone can actually enjoy the role.

    Might as well give us the option to add an actual healbot into the party to get queues going quicker, especially since they've been designing content specifically so healbots can clear.
    (4)

  3. #133
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,038
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I guess it comes down to what square enix considers the best balance for the classes vs the queues

    Going back to long abandoned discussions with our old friend renrathas while we could prove that job satisfaction for AST and SCH crashed after ShB changed them we really have little to no evidence outside of our own personal anecdotes as to whether queues and the proportion of the healer population across the game has gotten better or worse as a collective (outliers like abyssos notwithstanding). We can be pretty sure as a collective that square enix is biased to tanks over healers but we also see specific incentives for tank queues such the titles and the mounts with a noticeable lack of equivalents on healers as well as the AIN system which is commonly believed to inherently bias tanks

    If even with all these incentives, the bias of AIN and the fact that tanks have become functionally immortal to avoid “tankxiety” tanks are still actually the rarest role over healers then square may honestly believe that’s the subpar healing design doesn’t piss of “enough people” to overcome the fact that it assists tanks and DPS to fill their queues

    If instead as healer is the rarest role again square may just consider it “good enough” to not actually feel like they need to care compared to the greater value of improving the more played classes
    (1)
    Last edited by Supersnow845; 03-21-2024 at 04:12 PM.

  4. #134
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
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    Limsa Lominsa
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    2,053
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I guess it comes down to what square enix considers the best balance for the classes vs the queues
    I think it's really hard to say definitively one way or another. We all have our own circles and we generally know how the change affected our own circles, but it's quite impossible to tell for sure how it affected the larger playerbase.

    We can't know how many people quit the healer role entirely vs how many people entered the role because it became so impossible to fail. We also can't know how many ex-healer mains still occasionally go back to healing, we also can't know if the removal of every failure point in the healer role managed to drag a tank/DPS main into becoming a healer main.

    That's why this kind of discussion is hard to have. Healer queues would also depend on your DC and time of day you play, so it's very hard to get any accurate data outside of directly polling the playerbase.
    (1)

  5. #135
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by ty_taurus View Post
    The option to give us more reasons to heal, particularly at a volume high enough to justify only having 1 standard DPS action, 1 DOT, and 1 Cooldown isn't realistic because the game has never been designed to support that type of damage profile. Asking for more healing opportunities is fine and possible to a point, but that will still require adjustments to the DPS side of healer kits, or the end result will not be anywhere near sufficient to address the problem. Asking for more healing such that no new DPS buttons need to ever get added is literally asking for a different game at this point. That is not FFXIV. That has never been FFXIV. That never will be FFXIV unless we do another A Realm Reborn.

    Either you change the damage profile for all fights moving forward, in which case how in the hell do you design healers to function in the content we have now as well as this new punishingly brutal healing requirement content at the same time? You can't. So the alternative is that you rework every single fight that has ever been made over the last 10 years in order to support this new brutal healing requirements content model so that your healers can actually function in all forms of content. There is no planet in our universe where that is a realistic solution for a game this old. You think the amount of time we spent on creating the Duty Support system was long? And you'd have to roll out all those changes at the same time. You can't roll them out gradually.
    To be fair, they literally are remaking every single (MSQ) fight in the game, at least so that even a bot can do it, so making the fights require some more healing isn't really far fetched. That said, my point wasn't really to make us healbots either, just a response to the notion that we shouldn't dps at all since we're healers, but there's so little to heal in the first place so like, what are we supposed to do other than dps? To have a reason to heal more than once every unavoidable party/raidwide or when someone screws up a mechanic is the bare minimum "increased healing" that could be done imo, and I'm not speaking of EX or Savage fights but normal mode trials, dungeons and alliance raids too (tho the lack of proper 'midcore' content is its own can of worms)
    (0)
    Last edited by Allegor; 03-21-2024 at 05:16 PM.
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  6. 03-21-2024 09:04 PM

  7. #136
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    I love playing a healer. But I have reached the point where I bring out my beloved AST less and less. I default to MCH for quest content and BLM for instances. It is miserable to go into a dungeon and spam 1 button the entire time. I spend the time wishing that my heals were shields. Then, there would at least be a reason to cast them!

    Heals are not needed when party members are either at +90% health or dead from one-shot mechanics.
    (5)

  8. #137
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
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    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    After having played FF7 Rebirth, something that's danced around my head for a while was once again trying to take inspiration from Aerith for how white mage could be, since both FFXIV's white mage and Aerith are white mages associated with nature, and it gave me some interesting questions that I'd like some opinions on. What are your thoughts on a mechanic like this as white mage's standard attack spell instead of Glare?

    Dia - When pressed, deals single target damage with a potency of 220. When held for 2 seconds, becomes Tempest. If the hold is canceled, Dia is cast when the hold is released.

    Tempest - Deals AOE damage around your target four times with a potency of 40 per hit, then deals single target damage to your target with a potency of 100.

    It's sort of like an optional cast time. If you complete the cast, you get the slightly stronger spell and AOE damage out of it. Dia would also have a new, more simple animation of firing a small magic bolt at your opponent. This also merges your standard single target attack with your standard AOE attack. Holy III then remains as an AOE with a stun, but also grants you a Fleeting Familiar, which adds an extra 20 potency attack on the nearest enemy to all your spell casts and lasts 30 seconds.

    I have other ideas based on this concept as well, such as how Stone, Aero, and Water play into this, but what are your thoughts on an action like this, where you can hold down the button rather than press it to cast something different, but casts the "on press" spell if you release prematurely, either to move or by accident.
    (0)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

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