I support the direction!
I support the direction!
Ultimately this is where our responsibility as a player ends. The devs are presented with a problem and they will have to figure out the best solution. Listening to player feedback for solutions is how you get the 2-min meta or AST RNG removal.The biggest problem with this thread, like most forum threads, is that many of the people expressing discontent disagree strongly with each other on how to resolve the situation and/or improve healing in the game. Almost everyone here is suggesting a different idea, and almost every different idea directly contradicts another person's idea.
Anything besides the devs burying their head in the sand while saying "go play ultimate" would be fine. Their silence about the state of healer is deafening when they have talked about other controversial changes such as kaiten removal or large hitboxes. If they're afraid of receiving backlash then maybe they should think about why they're receiving backlash in the first place.
I actually get a bit sad at this idea that the average XIV player is in a perpetual state of incompetence and cannot handle more than 2 button presses every 30s.I'm here to support this comment. Throughout this thread we've seen quite a few comments from certain people that they don't think they should encounter any failure or adversity when grouping with unskilled players, because unskilled players exist. Oddly this argument is cyclical - these players will never improve if they have no reason to, no failures they need to overcome, no one pushing them to improve their skills.
I think we, collectively, should show some faith to the average player. Most people can and will improve, given time and the chance.
While things get a bit more heated/negative in the forums at times, the playerbase is still overall quite welcoming. We were all new and inexperienced once and we slowly learned how to improve at the game.
I'm not saying everyone is gonna be clearing TOP on patch, but I don't buy the doomsaying that if the game had a slight jump in depth and difficulty in the more casual content, people would quite in droves over it.
There might be some initial hesitancy/dissatisfaction from some people, but they'd adjust and we'd all be better for it in the long run.
Most people are better than what's given credit, they just need an environment where that growth can happen (which defo isn't our current casual content).
(So yea, I think some content design and healer changes towards that direction might cause some hiccups for a month or two, but the playerbase would adapt and probably come out better for it, especially the casual side)
ok so play harder content would be the answer to that.Most people don't want more damage in terms of numbers, they want more interesting and engaging ways to deal the damage we currently have. Right now our damage is primarily concentrated on one cast and a dot. As an alternative our damage could be distributed across more skills, such as giving SCH back their dot management while adjusting all damage numbers accordingly.
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
But your job is mainly healing. Im not trolling im saying when you signed up to heal thats what you signed up for. When I dps im not sitting there think Oh boi i wish i could heal more? DPS - where i go when i want big numbers Healer is where i go when I wanna assist my team with heals. Tank is where i go when i wanna be a bad ass#youtanksareamazing
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
This is such a great take. And while this isn't kind of difficulty healers are asking for in normal mode content, this encounter is a great example of how contributions are equal across the board, and everyone feels rewarded when victory is achieved. However, even the NM version of this fight when it was released was simply chaotic fun and is the last encounter I can recall where players actually stuck around after to talk about it and pass on congratulations to everyone for a job well done. Barbariccia set a golden standard, and I wish we had more fight like her. I also don't recall anyone complaining how difficult she was, and if there were those voices, they were drowned out by how fun the encounter was designed.This is honestly why something like Barbariccia EX were so well liked, it's probably the most unanimously praised fight in EW, an opinion I share. Rather than relying on debuff overload, or a really precise positioning for every member of the team, Barb was fast, there was always something happening or to plan for, damage was frequent, and one player making a mistake usually did not cascade into an immediate unrecoverable situation. But the underlying mechanics were straightforward to understand, there was no need for a twenty page toolbox or a 15 minute YT video. The fight builds upon itself, and I even think tanks have a solid time in there. There's a lot of good there. I think every role got their time to shine in that fight somehow.
What's so hard to understand this:
VERSUS THIS
The point was never to increase the damage output that healer deal - It's -how- the damage is done.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
Player
This point has come up a couple of times before, so here is my answer to that:
https://forum.square-enix.com/ffxiv/...=1#post6485793
Last edited by Loggos; 06-17-2024 at 01:45 AM.
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