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  1. #3901
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Saraide View Post
    I find it very funny that the job action trailer shows glare twice for white mage. I get it for the new top down glare because of the 3 charges. But why show regular glare twice. It basically demands to make fun of it.
    They love to show things that are just... yeh. Like Thin Air for WHM, every time. It's not like there wasn't other things they could have used in place of that second Glare, like casting a random Cure 3, or starting with one less Blood Lily bloom stage, and using a Solace on the tank after he gets hit by the 100ton swing attack, in order to bloom the Blood Lily, then using Misery later as they did
    (1)

  2. #3902
    Player
    Rozeee's Avatar
    Join Date
    Dec 2022
    Posts
    72
    Character
    Lala Astera
    World
    Sophia
    Main Class
    Warrior Lv 56
    Bumping this thread.
    (1)

  3. #3903
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    748
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Bringing this back up to the forefront.
    (1)

  4. #3904
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    It's going to be awkward if they buffed the GCD AoE heals on all of the healers but they still end up being totally unneeded with proper cooldown management.

    I just can't help but be extremely dubious that any meaningful differences in core encounter design are coming despite claims they would be trying to make changes.
    (3)

  5. #3905
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,850
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    The only meaningful change on the GCD heal side is if seraphism buffs adlo (no reason to believe it won’t) and if the changes to e prognosis and ET even further increase the pure healing capacity of the shield healers

    If they do double shields will likely be meta because divination doesn’t scale as hard as chain and AST was already barely holding onto its meta spot
    (2)

  6. #3906
    Player
    Zadood's Avatar
    Join Date
    Oct 2023
    Posts
    147
    Character
    Melinoire Morandy
    World
    Kujata
    Main Class
    Sage Lv 90
    I always been wondering, if healer's action kit in general is designed like DRK. It might actually pleases both side of healer group (Group more encounter design demand more healing from healer vs Group more DPS kit for healer)

    Feel free to correct me if I am wrong.

    Right now, DRK is the only class who some of their OGCD action that actually cost mana, with Edge and Flood of Shadow share hard-locked 0.3 OGCD with each other.

    So, by designed Healer healing spell like DRK, it means that you can weave a Medica or Regen between GCD cast, but retain the original MP cost, and have Medica share the hard-locked 2.5 OCGD with Regen or Medica 2.

    That way, healer that want focus on DPS might satisfied because they no longer have to sacrifice a GCD cast for a heal, and Healer that like the current healing kit might enjoy it as well due to the hard locked 2.5 OGCD of Regen/ Medica, means they have to plan their heals accordingly like they always do.

    That way, it might cut some uncessary healing action bloat and allow for more interesting skill in place.
    (0)

  7. #3907
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,189
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Zadood View Post
    Right now, DRK is the only class who some of their OGCD action that actually cost mana, with Edge and Flood of Shadow share hard-locked 0.3 OGCD with each other.

    So, by designed Healer healing spell like DRK, it means that you can weave a Medica or Regen between GCD cast, but retain the original MP cost, and have Medica share the hard-locked 2.5 OCGD with Regen or Medica 2.

    That way, healer that want focus on DPS might satisfied because they no longer have to sacrifice a GCD cast for a heal, and Healer that like the current healing kit might enjoy it as well due to the hard locked 2.5 OGCD of Regen/ Medica, means they have to plan their heals accordingly like they always do.
    On it's own, I'd consider that a strictly worse design that what we have now.

    I don't want to increase the number of GCDs I can spend on dealing damage. I want to reduce the number of such GCDs, and to take what GCDs remain and split them up amongst more actions. Giving me more opportunities to press Glare solves nothing.
    (4)

  8. #3908
    Player
    Sani2341's Avatar
    Join Date
    Jul 2017
    Posts
    305
    Character
    Yo-tsu Amilar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Zadood View Post
    I always been wondering, if healer's action kit in general is designed like DRK. It might actually pleases both side of healer group (Group more encounter design demand more healing from healer vs Group more DPS kit for healer)

    Feel free to correct me if I am wrong.

    Right now, DRK is the only class who some of their OGCD action that actually cost mana, with Edge and Flood of Shadow share hard-locked 0.3 OGCD with each other.

    So, by designed Healer healing spell like DRK, it means that you can weave a Medica or Regen between GCD cast, but retain the original MP cost, and have Medica share the hard-locked 2.5 OCGD with Regen or Medica 2.

    That way, healer that want focus on DPS might satisfied because they no longer have to sacrifice a GCD cast for a heal, and Healer that like the current healing kit might enjoy it as well due to the hard locked 2.5 OGCD of Regen/ Medica, means they have to plan their heals accordingly like they always do.

    That way, it might cut some uncessary healing action bloat and allow for more interesting skill in place.
    We already rarely have to 'sacrifice' a GCD for healing in the vast majority of content.

    The issue is that, atm, when we do not need to heal, there's basicly only 1 button filler spamm happening if we want to do something productive until the next bit of healing is needed.
    Now, people are split on how to stop so so much time beign spend on that one button. With one part of the conversation asking for more need to use GCD heals, and the other side going 'if we had more downtime plates to spin, we'd have fun in all content, even with low out going dmg.'
    (1)
    Quote Originally Posted by TheMightyMollusk View Post
    So who wants to go tell the god of wisdom and magic and king of the Viking pantheon that his robes aren't manly enough?

  9. #3909
    Player
    Zadood's Avatar
    Join Date
    Oct 2023
    Posts
    147
    Character
    Melinoire Morandy
    World
    Kujata
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sani2341 View Post
    We already rarely have to 'sacrifice' a GCD for healing in the vast majority of content.

    The issue is that, atm, when we do not need to heal, there's basicly only 1 button filler spamm happening if we want to do something productive until the next bit of healing is needed.
    Now, people are split on how to stop so so much time beign spend on that one button. With one part of the conversation asking for more need to use GCD heals, and the other side going 'if we had more downtime plates to spin, we'd have fun in all content, even with low out going dmg.'
    Aye, you raise a lot of accurate point.

    Sigh... in the end, we are still back to the square one of "Encounter Design vs Class Design".

    Now I realise that, the current healer kit is not part of the game's problem.
    But rather, it's one of the symptoms of current FFXIV's bigger problems, "Encounter vs Class Design",
    with other symptoms being boring gear progression, class homogenization, class simplification, overly reliance of reward to keep content relevant, raid parsing with 3rd party tool, boring dungeon, and etc etc.

    Can't really solve healer issue, if CBU3 haven't found an idea what to do with current "Encounter vs Class Design" problem.
    (1)

  10. #3910
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Zadood View Post
    Can't really solve healer issue, if CBU3 haven't found an idea what to do with current "Encounter vs Class Design" problem.
    The reason healers are the most affected by this is because fight design is heavily linked to healer gameplay.

    If we look at modern fights, they're not really designed for a healer to do their main role of healing at all. Most of the mechanics nowadays has everyone doing the same dance steps and anyone falling over will reset the entire fight, that's very bad for the healer role for a few of reasons:

    1) Healers have to have ample OGCDs or instant cast healing spells because they have to dance along with the party and can rarely just stand still and cast their GCD spells.
    2) There's no opportunity for recovery, if someone messes up, the entire group wipes, there's no way for the recovery-minded healer to shine because everything is a body check and failing it is an instant irrecoverable wipe.
    3) Because of the way fights are designed to only have short bursts of high damage, healers have even more downtime in modern fights and they actually end up having to heal less in modern fight design, which can cause some parties to drop one healer entirely or just do it without healers.

    If they want to fix the healer role, the dev team really has to be more creative with healer-specific role mechanics in fights.
    (8)

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