It's not just a matter of having buttons but how often you actually get to use those buttons.Yes i keep my damage up. no, i don't find it boring because i don't just use 2 skills. that would greatly reduce my damage.
Before Dawntrail it looks like this:
Whm: Assize, Dia, Afflatus Misery, Glare 3, Holy 3
Sch: Energy Drain, Biolysis, Broil 4, Art of War
Ast: Fall Malefic, Gravity 2, Combustion 3, Stellar Detonation, Macrocosmos, Lord of the Crowns
Sge: Dosis 3, Phlegma 3, Eukrasian Dosis 3, Dyskrasia 2, Toxikon 2, Pneuma
I know Holy 3, Art of War, Gravity 2 and Dyskrasia 2 are mainly used in dungeons, but they are still damage skills.
If you want something different, just play with only half of your healing skills and remove most of your insta heals, or just use only all the upgraded versions of the skills you had in heavensward. Its an option, right?!
DT job changes in general are being largely panned because they don't meaningfully change our EW rotations for the most part due to being attached to one/two minute CDs.
I understand what you mean, but some people here want more damage and give this example of 2111111211111 which is unrealistic and others want a complete overhaul, so whatever Square Enix is going to do, they're going to do it wrong.
The other thing is, and this really annoys me, we know the skills as of May of this year and we know one dungeon, but everyone talks like they know exactly how easy or hard all the content is going to be.
Actually, giving Healers more filler options is probably the easiest solution since it doesn't require content to be changed or adapted to deal higher damage. It is also the most "noob" friendly of the two options.I understand what you mean, but some people here want more damage and give this example of 2111111211111 which is unrealistic and others want a complete overhaul, so whatever Square Enix is going to do, they're going to do it wrong.
The other thing is, and this really annoys me, we know the skills as of May of this year and we know one dungeon, but everyone talks like they know exactly how easy or hard all the content is going to be.
Your main role as a healer is still to heal, so giving you more to do after you've completed that objective doesn't change the baseline complexity of the role. New healers can still focus on healing and more experienced healers can divert their attention to the secondary part of their kit.
You can also get a more interesting filler gameplay without adding any buttons, just by making the skills passively interact with each other so that there is another layer of decision making in your moment to moment button presses. (Which is what the "more dps buttons" crowd really wants)
And about how people know how easy or hard content is going to be, well we've been here before. Twice already, in fact. Back in ShB and then EW.
Last edited by GrimGale; 06-15-2024 at 08:38 PM.
I don't know. I'm a casual player who uses the PF for Savage, and even in reclear groups where everyone has killed the boss 15 times before, it was always chaos. I can't imagine how you could be bored as a healer. And giving healers even more damage buttons, one way or another, could make things even worse.Actually, giving Healers more filler options is probably the easiest solution since it doesn't require content to be changed or adapted to deal higher damage. It is also the most "noob" friendly of the two options.
Your main role as a healer is still to heal, so giving you more to do after you've completed that objective doesn't change the baseline complexity of the role. New healers can still focus on healing and more experienced healers can divert their attention to the secondary part of their kit.
You can also get a more interesting filler gameplay without adding any buttons, just by making the skills passively interact with each other so that there is another layer of decision making in your moment to moment button presses. (Which is what the "more dps buttons" crowd really wants)
And about how people know how easy or hard content is going to be, well we've been here before. Twice already, in fact. Back in ShB and then EW.
Also, my brain doesn't work as fast as it should and it takes me longer to implement things. If hardcore raiders demand this change, it might be too much for people like me and result in me no longer being able to play this class in Savage. I know this is a "me" problem, but it's the main reason I'm questioning all of this.
You will eventually become better at the game, good enough to challenge harder content and to handle chaotic situation. You being better will either prevent the chaos in the first place or the content you challenge would not allow for this chaos (more bodycheck). The better you get the less fun you will have in this role. I PF a lot and if I had to guess the percentage of runs where I genuinely felt like a healer it would be 1 out of 50. Try to imagine yourself 3-4 years down the line, having healed multiple tiers/expansion. Would you still want this rotation?I don't know. I'm a casual player who uses the PF for Savage, and even in reclear groups where everyone has killed the boss 15 times before, it was always chaos. I can't imagine how you could be bored as a healer. And giving healers even more damage buttons, one way or another, could make things even worse.
Also, my brain doesn't work as fast as it should and it takes me longer to implement things. If hardcore raiders demand this change, it might be too much for people like me and result in me no longer being able to play this class in Savage. I know this is a "me" problem, but it's the main reason I'm questioning all of this.
You can see for yourself and try doing easier content relative to your skill level. Bring healer to map runs/dungeon runs. Are you genuinely okay with things staying the same just so that it is more accessible to newer players who will eventually fall off the role anyway?
I was a healer in heavensward and endwalker and i still struggle, but it's slowly getting better, ye. maybe you're right and one day i'll be able to handle the chaos. but because of my background, i take pride when something goes smoothly and that might be the gameplay that's boring for you.You will eventually become better at the game, good enough to challenge harder content and to handle chaotic situation. You being better will either prevent the chaos in the first place or the content you challenge would not allow for this chaos (more bodycheck). The better you get the less fun you will have in this role. I PF a lot and if I had to guess the percentage of runs where I genuinely felt like a healer it would be 1 out of 50. Try to imagine yourself 3-4 years down the line, having healed multiple tiers/expansion. Would you still want this rotation?
After 3-4 years.. hmm.. i mean, i quit Gunbreaker because i found the tank gameplay boring after 2 years of playing everything but ultimate as a tank, and after 3-4 years in one role, i think i would be exhausted. even if 2-4 new skills were added to the rota.
With the experience you've shared with me, i absolutely believe you that playing a healer is boring and not fun for you.
one question. are we really talking about every healer? i can only play whm and sge because ast and sch are too complex for me, and i always thought "as sch and ast you almost have too much to do".
i'm going to try this out in the next few days. I want to understand what it means to not have much to do, to not feel challenged and to question your skills and your role.You can see for yourself and try doing easier content relative to your skill level. Bring healer to map runs/dungeon runs. Are you genuinely okay with things staying the same just so that it is more accessible to newer players who will eventually fall off the role anyway?
I completely feel you re: the my brain doesn't work as fast part. I relate to it a lot. It makes it harder to process and as a result learn how to manage the chaos of very hard content.I don't know. I'm a casual player who uses the PF for Savage, and even in reclear groups where everyone has killed the boss 15 times before, it was always chaos. I can't imagine how you could be bored as a healer. And giving healers even more damage buttons, one way or another, could make things even worse.
Also, my brain doesn't work as fast as it should and it takes me longer to implement things. If hardcore raiders demand this change, it might be too much for people like me and result in me no longer being able to play this class in Savage. I know this is a "me" problem, but it's the main reason I'm questioning all of this.
But I think one major problem here is the fact that there is no way to gradually transition into harder content because FF completely lacks any kind of reasonable midcore content.
We can't slowly increase our difficulty step by step to get used to harder gameplay situations and learn at a pace that accomodates us.
You have to go from roulettes you can breeze through most of the time to fights so difficult (for newcomers) and packed with mechanics (sometimes happening at the same time) that it's completely overwhelming.
Roulettes can be cleared in 15 minutes, progging savage takes weeks if I understand it correctly. The gap here is insane.
For hardcore raiders they may be a routine, but if this is unfamiliar to you it takes a considerable amount of time to get used to it.
If something is too hard and too far above your current skill level it's a lot harder to pick it up and can become demoralising real quick. Things are happening so fast, you can't process and track everything all at once and have no time to properly familiarise yourself with your kit, to test its ins and outs.
I really wish they had a better difficulty distribution across their content.
I think this would make it possible to have more complex kits because you could get to know them in gradually more difficult situations without being overwhelmed.
Last edited by Loggos; 06-15-2024 at 10:18 PM.
I also lose concentration from time to time and can't remember which button was responsible for which skill.I completely feel you re: the my brain doesn't work as fast part. I relate to it a lot. It makes it harder to process and as a result learn how to manage the chaos of very hard content.
But I think one major problem here is the fact that there is no way to gradually transition into harder content because FF completely lacks any kind of reasonable midcore content.
We can't slowly increase our difficulty step by step to get used to harder gameplay situations and learn at a pace that accomodates us.
You have to go from roulettes you can breeze through most of the time to fights so difficult (for newcomers) and packed with mechanics (sometimes happening at the same time) that it's completely overwhelming.
Roulettes can be cleared in 15 minutes, progging savage takes weeks if I understand it correctly. The gap here is insane.
For hardcore raiders they may be a routine, but if this is unfamiliar to you it takes a considerable amount of time to get used to it.
If something is too hard and too far above your current skill level it's a lot harder to pick it up and can become demoralising real quick. Things are happening so fast, you can't process and track everything all at once and have no time to properly familiarise yourself with your kit, to test its ins and outs.
I really wish they had a better difficulty distribution across their content.
I think this would make it possible to have more complex kits because you could get to know them in gradually more difficult situations without being overwhelmed.
im easily overwhelmed but the thing is, and you shouldn't let this discourage you, that as long as you keep playing the game and start stepping out of your comfort zone every now and then, it will get better. All beginnings are hard and sometimes it seems insurmountable, but i still believe that you can do ex trails and savage.
due to my limitations, i always start over when new skills are added and as soon as i understand a mechanic i need a mnemonic for it. for example the limit cut in P2s was "4 and 2, I'm staying with you. 3 and 1, I'm gone." I can't react quickly enough otherwise.
I've accepted that i need longer for a lot of things and went from dungeons to normal raids and then started doing ex-trails. Then came Savage and that's my current limit, but that's okay with me. it took a lot of time and patience and now i do what i enjoy as long as it's fun.
i still get incredibly nervous when new content comes out and/or classes get changed. whether it's a dungeon or new skills, it stresses me out a lot because i know i won't be able to adapt as quickly as i should but over the years it's gotten a little better. i don't panic as easily anymore.
The "more dps buttons" isn't a hardcore raider demand though. It's more of a midcore demand if you will. I've done both, I don't consider myself to be an excellent player. But even in high end content the amount of healing downtime makes your filler rotation really prevalent. This fact doesn't really change depending on your skill level.
Getting one extra button (or a meaningful interaction) to break the nuke spam monotony is the probably the friendliest solution to everybody. It doesn't add more healing stress and you don't really have to do perfect dps as a healer to complete content. (You don't even have to do perfect dps as a dps to complete most content.) It doesn't affect less skilled players but it does give veteran players something interesting to optimize around in all content.
Last edited by GrimGale; 06-15-2024 at 10:54 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.