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  1. #1291
    Player
    ImTired's Avatar
    Join Date
    Jun 2024
    Posts
    6
    Character
    Novel Dream
    World
    Mateus
    Main Class
    Fisher Lv 72
    Anyways I had a whole apparently 6k explaination and musing that I would have love to post, but this forum narrows it down to 3k, so I guess I have no choice to shorten my points. Sorry if I cannot explain my musings in one go.

    1. Healing in this game it is so odd. It teeters from clunky and stressful to straightforward and 'boring' according to the person you speak to. I am a support/healer game across many mmos, along with this one, so seeing a split view of how people feel about healers is intriguing.

    2. After reading over both the main forum healing thread and this one, I have deduced this may very well be a game problem. While I agree that WAR does need to be tweaked and I'll even argue to say that perhaps one or two dps skills would not be terrible at all, having people try to justify stripping ALL healing from ALL classes doesn't sit right with me. The biggest perpetrator is WAR. WAR is what needs to be tweaked. After playing it enough once I leveled healers, it is conclusive to say that War should definitely should have the healing potenticies reduced enough to not be out of control, but used as something as a backup if said healer is not doing their job. So the role that basically Clemency play. I do not touch Clemency unless the healer of any content is underperforming or if there is a DC.

    3. Now following that note, because there are 7.0 changes, if the healing does spiral out of control on the dps classes for whatever reason, I do believe they should be tweaked as well. Emergency, small heals are fine. Bursty heals that COULD potentially rival a healer's is not. But again, going back to the second point, Yoshi P, does need to ramp damage because even if you change the healer role, that may not even be enough to satisfy the overlying issue. Class changes can only do so much. There needs to be a change in demand and the baseline of how encounters work need to honestly be a tad bit more taxing, if people want satisfaction out of their kit, no matter if it is more dps oriented or healing oriented.

    4. I will like to remind people, as much as I agree healer is dull, no matter if Yoshi P does absolutely acknowledge it needs to change, the change you want won't take place in a singular patch or even two. This is not me defending them, but just being a realist. No matter how much money a company makes, they run on their time, not ours. We probably wouldn't see changes until AT LEAST 3-6 months from now. Probably more.

    5. I see where JP is coming from. It is a society overworked, overtaxed, and overpushed to do for the better of the whole. Going on healer so it can be an 'relaxing experience for them' is not far-fetched. I don't think it is fair to point fingers at them wanting that, if that is what they want. So, I don't think we should try to point fingers at them and get on their cases. It's not their fault and we shouldn't try to push so hard on their side of things because it does make English speakers come off as 'beligerent'.
    (17)

  2. #1292
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Sesera View Post
    I think it's perfectly fine to have encounter that are designed to be punishing. You are talking about dps failing -> enrage -> wipe which is clearly savage/ultmate stuff and i think it's fine for a failure to cause a wipe there since it's designed like that. You fail as a dps/healer/tank = wipe all good for me i have no issue whatsoever.

    My issue comes when the failure isn't tied to the encounter but the person who failed.

    Like I remember a run of The Aetherochemical Research Facility where we wiped several times on PA because the healer failed the mechanic. If any one else had failed instead of the healer especially a dps we wouldn't had to restart 5 or more times.
    But I wonder if such extreme cases could be salvaged differently than designing kits, that have to be played in every kind of content, a certain way?
    Just like we get the echo in trials if we fail too often I wonder if for casual dungeons implementing, for example, a partywide emergency res as a shared extra action might be a better solution. You could tie it to the LB bar, which in casual dungeons is rarely a necessary tool anyway. It's mostly used to burn down trash mobs or for a little victory moment at the end of a boss fight. So giving it this second utility might actually give it more meaning. But you could also just implement a normal party-rez that's not tied to the LB. Whatever works better.
    That's obviously not the only way to go about it. This is really just supposed to be one example.

    It would only exist in this kind of content (and would be in line with the philosophy that story dungeons clears can be more or less guaranteed). I'd rather get some specific "crutches" or "safety nets" for story content instead of forcing the foundation of battle classes for all content to be designed in such a way that fail-safe mechanisms end up being direct contradiction to class expression.
    (4)

  3. #1293
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by ImTired View Post
    Anyways I had a whole apparently 6k explaination and musing that I would have love to post, but this forum narrows it down to 3k, so I guess I have no choice to shorten my points. Sorry if I cannot explain my musings in one go.
    .
    You can edit your posts past the length cap after posting them as long as you're not viewing the forums in mobile mode.
    (9)

  4. #1294
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by ImTired View Post
    Anyways I had a whole apparently 6k explaination and musing that I would have love to post, but this forum narrows it down to 3k, so I guess I have no choice to shorten my points.
    You can trick the forum if you have longer posts.

    Your original post must adhere to the character limit. But once you have posted it you can go back to edit it and add as much text as you want.
    (6)

  5. #1295
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,056
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by JanineBeckinsale View Post
    Then that's a completely different thing. The blame, if you want to put one on someone, is to be put on the balance/design team, not on the players who are just using their tools.
    Well that's what I am saying and that's why I'm posting here. But it doesn't change that it's annoying in the moment. Something being annoying is not the same as blame.
    If I'm tanking and see an Excog on me, all I'm thinking is that I'm paired with a smart healer and that I can save my cooldowns for a later time as I want to take advantage of that Excog proc.
    You'll never end up using them then, because there literally isn't enough damage in modern dungeons for it to be needed. It's either a tank's or a healer's cooldowns.

    And if I'm WHM I just need to be smart about my Bene and be prepared to use it when I know my WAR doesn't have their BW available.
    The reality is that by the time the WAR has taken enough damage to need BW again, BW is up again... if it's not, they have Thrill+Equilibrium or Arm's Length. And in DT they got a heal on Vengeance... And if that's not enough, they have a party regen on Shake It Off. Benedication ain't needed at any point. And if somehow they ran out of all these things, which they definitely wouldn't, they have Holm Gang.

    Quote Originally Posted by Sesera View Post
    My issue comes when the failure isn't tied to the encounter but the person who failed.

    Like I remember a run of The Aetherochemical Research Facility where we wiped several times on PA because the healer failed the mechanic. If any one else had failed instead of the healer especially a dps we wouldn't had to restart 5 or more times.
    Actually, I've had the healer die in that fight and cleared it. I only need 1 thing: a DPS to survive to help me beat the DPS check. After that, I can clear it regardless of roles.

    There is something to be said for the person who failed needing to learn through repetition though. Many runs of that dungeon now have multiple wipes to the last boss, but they learn from it and get better and then clear it. If they don't, we figure out a way to help them survive if we can, or survive for as long as we can. Or we try to do advanced callouts for them.

    That's the point though. It's a team effort, and a process of getting better to overcome it. That's one of the appeals of an MMORPG for many people - overcoming a challenge as a team, so I feel bad when there is not at least 1 wipe or multiple near-wipes that were a clutch save.

    I'm not saying it should be that hard, it should just make you feel something like Zenos wants to feel. It's ironic we have this Zenos character expressing exactly how many of us feel about some of the story content (or their lack of item level syncs).
    (6)

  6. #1296
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    275
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    I don't think the issue is with healers, but boss design. Bosses give you too much time to recover and prepare.

    Let's take P8S Part 1 as an example. Between the last post-Flameviper Autos, and the next problematic amount of damage, you're getting at least 20 seconds at absolute minimum, which is more than enough time for even your average healer pair to get everyone topped off and shielded, especially with the powerful healing tools they have. If anything, it also contributes to door bosses feeling bloated in terms of length.

    If mechanics were more condensed, then healers wouldn't have the time to spam Glare for 8 GCD's in a row, and thus fights would feel 'busier' and less boring as a result.
    (7)

  7. #1297
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    991
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Jeeqbit View Post
    If they don't, we figure out a way to help them survive if we can, or survive for as long as we can. Or we try to do advanced callouts for them.

    That's the point though. It's a team effort, and a process of getting better to overcome it. That's one of the appeals of an MMORPG for many people - overcoming a challenge as a team, so I feel bad when there is not at least 1 wipe or multiple near-wipes that were a clutch save.
    I think this is a very good point. I understand that the routine of roulettes has led to people not wanting to spend too much time on them, so a person messing up can easily be irritating if you just want your tomes and be done with it. While it's understandable I still think it's a bit sad because these moments of working together and figuring things out are one of the most enjoyable instances for me. Suddenly you are an actual team, even for just a short time, and not just four silent randos. Overcoming those (small) challenges does feel quite rewarding to me and I'm always happy when the occur.
    (1)

  8. #1298
    Player Aword3213's Avatar
    Join Date
    Nov 2020
    Posts
    863
    Character
    Eizen Aifread
    World
    Typhon
    Main Class
    Monk Lv 100
    Quote Originally Posted by SamLeens View Post
    The requirements and observations for healers are from past expansions and cannot be applied to all Dawntrail content at this time.
    As a healer, i'm not going to pressure anyone at Square Enix just because a few kids are pouting and there is a possibility that..

    Then the "strike" starts at the official release of Dawntrail (which is really convenient, i think), and since it's a protest, it shouldn't affect the game or the players, but people won't go into the content as healers. That contradicts itself so much that it hurts. If there is a call to not play a healer, then someone is trying to boycott the game and the players.

    What is the goal of this "strike" that seems to have no end and may have no effect at all? Can you please decide between "strike" and "protest"?

    This will probably only lead to people deliberately screwing up the game from now on and then getting reported, making the game experience even worse than all the things some people find bad about the healer class. Congratulations.



    Don't worry. Nothing will happen to your queue time. A wise fella once said:

    Quote Originally Posted by Jojoya View Post
    And thus the swarm of healers, good and bad, appeared out of the depths to replace the striking healers when Dawntrail released...
    (5)

  9. #1299
    Player
    ImTired's Avatar
    Join Date
    Jun 2024
    Posts
    6
    Character
    Novel Dream
    World
    Mateus
    Main Class
    Fisher Lv 72
    Quote Originally Posted by ElysiumDragon View Post
    I don't think the issue is with healers, but boss design. Bosses give you too much time to recover and prepare.

    Let's take P8S Part 1 as an example. Between the last post-Flameviper Autos, and the next problematic amount of damage, you're getting at least 20 seconds at absolute minimum, which is more than enough time for even your average healer pair to get everyone topped off and shielded, especially with the powerful healing tools they have. If anything, it also contributes to door bosses feeling bloated in terms of length.

    If mechanics were more condensed, then healers wouldn't have the time to spam Glare for 8 GCD's in a row, and thus fights would feel 'busier' and less boring as a result.
    I absolutely agree with this point. That's the primary issue. With small tweaks, I do think this could solve A LOT of healer gripes.
    (7)

  10. #1300
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by ElysiumDragon View Post
    I don't think the issue is with healers, but boss design. Bosses give you too much time to recover and prepare.

    Let's take P8S Part 1 as an example. Between the last post-Flameviper Autos, and the next problematic amount of damage, you're getting at least 20 seconds at absolute minimum, which is more than enough time for even your average healer pair to get everyone topped off and shielded, especially with the powerful healing tools they have. If anything, it also contributes to door bosses feeling bloated in terms of length.

    If mechanics were more condensed, then healers wouldn't have the time to spam Glare for 8 GCD's in a row, and thus fights would feel 'busier' and less boring as a result.
    There's truth here, compare the speed at which Criterion bosses go through their actions to Savage Raid bosses and you'll see why I vastly preferred Criterion in EW. But at the same time, we cleared Another Sil'dihn without healers.

    Also, if we only address boss design we neglect that the job is the thing you're always playing, from Savage to solo duties, dungeon trash, and even out and about in the world.
    (9)

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