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  1. #1
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I mean the problem is you read an incredibly small amount of the thread (and apparently excluded the actual opening post and the linked post) then just proceeded to generalise from the little you did see

    It’s fine if you want to come in and say “i personally don’t really like the idea of more complex DPS options because I think the barebones kits and the low damage aren’t enough engagement” because hell we agree with you, it’s the “yall green DPS mains aren’t actually healers and just infiltrate the healer role to dodge queues” holier than thou attitude that’s the problem
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    (3)
    #FFXIVHEALERSTRIKE

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,699
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by BunnyQueen View Post
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    I don’t know anyone who is taking this seriously who doesn’t believe we can have both, hell if you played before ShB you remember when we had both

    People have different priorities for which one they’d like fixed forth but almost everyone wants both in some form
    (9)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by BunnyQueen View Post
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    Necromancer Heal Job but the only way you heal is just by doing normal DPS rotation. I can DPS more and Heal more all at the same time and in a game that only cares about damage sounds like it would be perfect. So it could be both. But it won't.
    (0)

  4. #4
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,034
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by BunnyQueen View Post
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    It's not like we have four healers and both can happen at the same time or anything. That and other games literally have healers who heal by doing their DPS rotation, which forces them to be proactive.

    I once again bring up RIFT's Chloromancer. That's what I was hoping SGE would be. A healer who has a passive that triggers a heal each time they deal damage, with ways to manipulate that. An involved DPS (albeit low damage) DPS rotation where different abilities affect each other (reducing the cast time, procs that increase the heal from the next damaging ability, stuff like that). Some small amount of spot heals for "oh no" moments. I have never had so much fun healing in any other MMO and I probably never will again.
    (5)

  5. #5
    Player
    Ozziethedivine's Avatar
    Join Date
    Apr 2024
    Location
    Mt. Olympus
    Posts
    9
    Character
    Ozmond Apaliunas
    World
    Seraph
    Main Class
    Warrior Lv 90
    Quote Originally Posted by PercibelTheren View Post
    It's not like we have four healers and both can happen at the same time or anything. That and other games literally have healers who heal by doing their DPS rotation, which forces them to be proactive.

    I once again bring up RIFT's Chloromancer. That's what I was hoping SGE would be. A healer who has a passive that triggers a heal each time they deal damage, with ways to manipulate that. An involved DPS (albeit low damage) DPS rotation where different abilities affect each other (reducing the cast time, procs that increase the heal from the next damaging ability, stuff like that). Some small amount of spot heals for "oh no" moments. I have never had so much fun healing in any other MMO and I probably never will again.
    I would be 1000% on board for Sage being mostly DPS that heals as it does damage!
    (5)

  6. #6
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Ozziethedivine View Post
    I would be 1000% on board for Sage being mostly DPS that heals as it does damage!
    Many thought it was going to be similar to WoW Discipline Priest...it's more like a mediocre Holy Paladin.
    (3)

  7. #7
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by BunnyQueen View Post
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    More healing requirements would be better for the Healer role overall, but more DPS buttons would be a better solution for legacy content.
    There's a very fine line to be had for what an acceptable amount of healing would be. especially considering how much more healing is required for a group that's still learning. early P5S, I was running out of mana constantly just because my party members would get poked by the poison and start dropping health like they pulled some boss autos.
    Ideally, we can get both, but if I was to choose which I'd ask for sooner, it would be more DPS buttons. It's the easier solution that can be done without too many knock-on effects.
    (1)

  8. #8
    Player
    aiqa's Avatar
    Join Date
    Jul 2019
    Posts
    356
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    Quote Originally Posted by BunnyQueen View Post
    Part of the problem here is there are 2 sides of the strike, those who want to heal more and those who want more dps options, both sides feel that both can't be true when it should be both and not one side or the other.
    I think it's completely doable to greatly improve both, they aren't mutually exclusive. There is some disagreement oh how damage buttons should look. But most healers seem to agree that tank role taking over more of the healing responsibilities isn't good.

    My own favorite healer WHM will have 4 damage buttons for single target in DT. WHich should be enough to remove the feeling of using only Glare. People who don't want complex rotations already have to deal with those 4 buttons, but the buttons are implemented in a way that gives very little variation. For some reason the FF devs decided to make a system where Dia is only needed once every 30 seconds, Missery every 1 minute at most, and the new DT damage buttons every 2 minutes (3 times). So in between those huge cooldowns and DoT duration, you're just back to Glare spam.

    That can be improved, without adding damage rotations that come near dps jobs, and even without adding a single damage button. And it can even make the "rotation" easier to do if they add some rhythm to it. The 30s Dia duration is far to long for me to get into a rhythm, I need to keep track of the status timer to use it at the perfect time. The basic PLD GCD damage rotation uses 5 buttons, but the rotation is easier to do by muscle memory then glare+dia.

    And the other "side" of strike focusses mostly on not wanting to feel like a weaker dps job, for neither large parts of savage/ultimate fights and all the time in easier content when teaming up with WAR/PLD. That complaint isn't directly opposed to any reasonable change to damage buttons. That just means tanks HPS should never overshadow HPS from healers, and ogcd HPS from tanks shouldn't be enough to filfull the healing requirements in any team content. And add a few more big AoE hits from bosses, scaling up more for higher difficulty content. From my experience it's pretty rare to see a healer so far into the dps-healer camp that they disagree with this point.
    (3)
    Last edited by aiqa; 06-19-2024 at 07:21 PM. Reason: grammar is hard

  9. #9
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by aiqa View Post
    My own favorite healer WHM will have 4 damage damage buttoms for single target in DT. WHich should be enough to remove the feeling of using only Glare. People who don't want complex rotations already have to deal with those 4 buttons, but the buttons are implemented in a way that gives very little variation. For some reason the FF devs decided to give make a system where Dia is only needed once every 30 seconds, Missery every 1 minute at most, and the new DT damage buttons every 2 minutes (3 times). So in between those huge cooldowns and DoT duration, you're just back to Glare spam.
    This is the problem with the adjustments, the way they're being implemented. As it stands, assuming you're playing into raidbuffs as a WHM, you'll have, per 2 minutes:

    36 Glares
    4 Dia
    6 Lily heals
    2 Miseries

    It's alarmingly close to the '155 taters' meme. In DT this will be adjusted thanks to Glare 4's introduction to be:

    33 Glares
    4 Dias
    6 Lily Heals
    2 Miseries
    3 Glare 4's (new)

    Almost nothing has changed. We're still using an overwhelming amount of Glare, the filler spell. What if, then, we do some simple adjustments, making Dia more 'bursty' by making it shorter in duration and adjusting it's potency, and making this Glare 4 be useable more often, by unlinking it from Presence of Mind? If we say Dia is 12s duration, and Glare 4 is useable once per 15s, we get:

    22 Glares
    10 Dias
    8 Glare 4's
    6 Lily Heals
    2 Miseries

    Way better ratio of Glare to not-Glare, less than half (barely) of the GCDs used would be Glare, compared to our current gameplay where 75% of our GCDs are Glare.

    Quote Originally Posted by aiqa View Post
    That can be improved, without adding damage rotations that come near dps jobs, and even without adding a single damage button. And it can even make the "rotation" easier to do if they add some rhythm to it. The 30s Dia duration is far to long for me to get in a rhythm, I need to keep track of the status timer to use it at the perfect time.
    Same with DOT tracking. 30s is just too long to remember for some scatterbrains like me. I never had this kind of problem when I had a 24s and 18s duration on 2 DOTs in SB, or the 18/12 of HW WHM. SE thinks that by making the DOTs require refreshing less often they're being helpful, but for some players (like me) it's actually having the opposite effect. Additionally, to the first part of the quote (without adding a single damage button), very true, as has been demonstrated over in the healer forums several times. But, if we mean 'without adding an additional keybind', that is, we add new 'damage buttons' but consolidate some of the crap we've accumulated over the years to recover some of that hotbar real-estate, then we have even more space to work with. As an example, I posted an idea for WHM which, yes, adds four buttons (Water/Banish, Blessing of the Elementals, Afflatus Bastion, Afflatus Sanctuary), but also removes two (Cure1 upgrades into Cure2, Medica1 upgrades into Medica2), leaving it at +2 overall (without the shielding Lily spenders, it'd be at +0 overall).

    But another key aspect I wanted to include in the idea was to add back a lot of 'lower level versions' of skills, to populate the hotbars sooner in levelling for more access to fun actions. For example, we get Temperance at 80. Why not have the 'healing increased' portion available via Divine Seal again, down at level 35-40ish? Why not bring back Protect, as a raid-wide mit tool, and have it upgrade into (and add its effect to) Plenary Indulgence, so WHM has a 60s mit tool? Why not have a lower level of Misery, available earlier in levelling (I put it at 60), to get players into using Lilies as the 'first response' for healing? In fact, why on earth do Lilies unlock at 52, when we could have actions at 30-50 that teach players about the system (eg Stoneskin)? SE's levelling structure for healers is stale to play through the story (due to the lack of damage button variety you get to press) but it is also super empty for so long, because so much of our kit is backloaded in the levelling process. Having more buttons available earlier would help a lot for levelling, and even when max we'd still be able to use those buttons when we get a roulette and get synced down. As an example, say I get a level 60 dungeon in the Number Roulette (because I want the tomes for relics). In this idea, I'd have Protect, Divine Seal, Afflatus Tragedy (lower level version of Misery), Afflatus Solace, Stoneskin/Graniteskin (shielding Lily spenders), a whole new gauge to play with, the gauge spender which enables 3 additional ST/AOE damage actions, etc. Much more engaging gameplay for Neverreap/Antitower/etc, compared to current gameplay (in my opinion, I might be biased though)
    (5)
    Last edited by ForsakenRoe; 06-19-2024 at 06:56 PM.

  10. 06-19-2024 06:56 PM