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  1. #3851
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Kathryn View Post
    This further proves what I said earlier, alot of your healer allies have claimed your kits are too strong and you dont use most of it so they would like to do abit more DPS in that regard, don't shoot the messenger, even this strike doesnt know what it fully wants.
    There is no contradiction. If the healing kit was weaker and had less oGCDs we'd be able to spend more time healing.

    It is the opposition who keeps saying "muh casuals" can't handle more healing, which leads to the secondary request to have more damage buttons as a replacement for healing. Could you guys decide whether "healers should heal not dps" or "healers are too stupid to handle more healing" is why healing is fine as it is?
    (11)
    Last edited by Reinha; 06-19-2024 at 11:52 PM.
    Graphics
    MSQ
    Viper

  2. #3852
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,267
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kathryn View Post
    oh no no, sorry I forgot to add, maybe just add 1 dot and 1 attack plus 1 aoe for all classes, 1 heal on a relatively short cd, a self mitigation and a damage buff, even controller players will be able to play with ease, some of you in this thread have said SE are incapable of balancing a trinity and everyone has a gripe about their jobs be it Healer DPS or Tank, just role all the archetypes into 1 and call it a day, even balancing would be simple.
    When you really think about it, between the distribution of dps/mitigation/healing abilities amongst jobs, they really already are quite homogenized. What's differentiating them is mostly potency, cooldown, etc and if you just messed with scaling per job, they'd feel nearly identical. The combat of XIV is too basic (in the sense of being an RPG) to really satisfy a wide array of distinctive feeling jobs. A lot of job individuality now within each role is heavily dependent on cosmetics and the feeling of the rotation on a mechanical level.

    The truth about the game is that when it comes to job design, really only Ultimates matter, and to much lesser degree, Savage. The rest of the game suffers from the resulting imbalances and is made to be regarded as nonsense by players who benefit the most from how it all shakes out. I don't see it as job jealousy. I just think many players want consistency (for example engaging feeling dps options for healers) when the dev team is catering to a small % of players who do the height of endgame.
    (1)

  3. #3853
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,034
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    So when this topic slips into 2ch. will this start freaking out Mr.Yoshi?


    I kind of have a solution:

    Rework Jobs roles but no longer bound to Tank/DPS/Healer, and base all your skills & Gear into multiple directions:

    For instance for Paladin - He can setup his skills & Gear to be healer-based, defense-based or offensive based.

    and all jobs will have unique skill trees that offer different benefits in offensive, defensive, and healing abilities.


    But currently as this game is I really really doubt they would want to re-work ARR and everything else to make such a major change.
    (0)
    Last edited by Kaliesto; 06-19-2024 at 11:56 PM.

  4. #3854
    Player
    Rehayem's Avatar
    Join Date
    Aug 2019
    Posts
    754
    Character
    Yasu Naoya
    World
    Malboro
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Amity_Roji View Post
    But that's effectively "deleting" healers, like I said.

    Healers want to heal. We don't want to be DPS - otherwise we'd just play the DPS jobs.
    That is true, however, by looking at the new skills given to healers in DT, it's clear SE is moving away from the trinity and is brewing something else. There's shield on WHM and a 10% mit on AST, which means the raids will be heavily reliant on mitigation checks. This could be the answer to Abyssos healer shortage, where healers were blamed by everyone when DPS didn't want to push their Feint button.

    Since it's clear they don't want healers to heal that much anymore by giving them DPS spells locked behind 2 minute meta, one solution would be to rework healers completely into offensive support. It's a solution, but what can we do, eh?
    (3)
    Last edited by Rehayem; 06-19-2024 at 11:55 PM. Reason: typo

  5. #3855
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,003
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Kathryn View Post
    This further proves what I said earlier, alot of your healer allies have claimed your kits are too strong and you dont use most of it so they would like to do abit more DPS in that regard, don't shoot the messenger, even this strike doesnt know what it fully wants.
    I'm sorry but this is just not true. People in this thread have repeatedly and consistenly said that:

    1. Our healing kit and the mit/healing of other classes are so strong while the incoming damage in encounters is relatively sparse. This combination results in healers not having to heal much.


    2. We would love to heal more. Suggested solutions for this were changes to the encounter design and the healing/mits of other classes to rebalance the trinity.


    3.a) We would like a bit more complexity in our DPS during our downtime.
    As many have demonstrated (with logs) healers spend a considerable amount of time pressing their one DPS cast because they have rather frequent and rather long healing downtimes.

    For many this is a practical point. As in: if SE won't change the way they approach damage in encounters (something that is unfortunately realistic) then as a compromise at least give us something else to do in the shape of a DPS rotation that is a bit more complex.
    (Important: more complexity does not mean we want more raw damage/outdamage other classes - we want something to do other than spamming 1).


    3.b) Some people would like to have more DPS complexity not just as a make-shift solution but because they enjoy that class design archetype.
    Important to note here is that most people agree that not every healer should have to play like this but that you could turn one or two of the four healers into a class with more complex DPS.

    But they are all in agreement that ideally healers should still heal more.
    It's just that we can probably not expect a huge shift in SE's design philosophy, suddenly switching to a "95% heals, 5% DPS" ratio. (But even then WoW seems to do that and still gives their healers more interesting DPS options).
    (12)
    Last edited by Loggos; 06-19-2024 at 11:58 PM.

  6. #3856
    Player Kathryn's Avatar
    Join Date
    May 2012
    Posts
    546
    Character
    Nanapie Kimura
    World
    Ragnarok
    Main Class
    Arcanist Lv 28
    Quote Originally Posted by Turtledeluxe View Post
    When you really think about it, between the distribution of dps/mitigation/healing abilities amongst jobs, they really already are quite homogenized. What's differentiating them is mostly potency, cooldown, etc and if you just messed with scaling per job, they'd feel nearly identical. The combat of XIV is too basic (in the sense of being an RPG) to really satisfy a wide array of distinctive feeling jobs. A lot of job individuality now within each role is heavily dependent on cosmetics and the feeling of the rotation on a mechanical level.

    The truth about the game is that when it comes to job design, really only Ultimates matter, and to much lesser degree, Savage. The rest of the game suffers from the resulting imbalances and is made to be regarded as nonsense by players who benefit the most from how it all shakes out. I don't see it as job jealousy. I just think many players want consistency (for example engaging feeling dps options for healers) when the dev team is catering to a small % of players who do the height of endgame.
    And this is the problem with all games especially multiplayer that attract large audiences, they need to keep the base content as doable as possible or risk losing that subscriber, it's easier and more beneficial to attract new players to your game if they can do alot of the content independently, the sad thing is as this does affect older players because they get too used to it and get bored or feel its too easy, sadly its been proven with past titles that if you aim solely for the hardcore playerbase you will lose out even the guy who only logs on once a week is just as vailuable as Timmy who logs on 14 hours a day 7 days a week.

    This is why you see more accessibility and homogenization, it wont get better as studies apparently now say people dont want to put the effort in to their games.

    Quote Originally Posted by Loggos View Post
    It's just that we can probably not expect a huge shift in SE's design philosophy, suddenly switching to a "95% heals, 5% DPS" ratio. (But even then WoW seems to do that and still gives their healers more interesting DPS options).
    I agree, You might see some class changes like abilities get baked into each other, but things wont get more complicated, tooltips for skills atm are absolutely huge walls of texts in some cases and alot of people have the attention span of ADD to even read it all and understand the skill in its full.

    Quote Originally Posted by Rehayem View Post
    That is true, however, by looking at the new skills given to healers in DT, it's clear SE is moving away from the trinity and is brewing something else. There's shield on WHM and a 10% mit on AST, which means the raids will be heavily reliant on mitigation checks. This could be the answer to Abyssos healer shortage, where healers were blamed by everyone when DPS didn't want to push their Feint button.

    Since it's clear they don't want healers to heal that much anymore by giving them DPS spells locked behind 2 minute meta, one solution would be to rework healers completely into offensive support. It's a solution, but what can we do, eh?
    Sage is kind of alrdy a step in that direction tbh, throw the shield up and DPS away maybe hit the AoE regen for a lil health refil.
    (2)
    Last edited by Kathryn; 06-19-2024 at 11:59 PM.

  7. #3857
    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 Kathryn View Post
    This further proves what I said earlier, alot of your healer allies have claimed your kits are too strong and you dont use most of it so they would like to do abit more DPS in that regard, don't shoot the messenger, even this strike doesnt know what it fully wants.
    A lot of your strike critiquing allies have said lot of different things that directly contradict eachother. So that means any critique is wrong, right? And you don't know what you want, right?

    And show a few of those comments where healers say they want to dps more? And exclude comments about asking for dps phases to be more fun. Asking for phases to be more fun is very different from asking for more dps.

    And wanting more interesting dps kits isn't mutually exclusive with wanting to mostly heal anyway. And isn't mutually exclusive with not wanting healer to be a dps job.
    (7)

  8. #3858
    Player
    Sarevok_Thordin's Avatar
    Join Date
    Mar 2017
    Posts
    446
    Character
    Sarevok Thordin
    World
    Brynhildr
    Main Class
    Red Mage Lv 100
    This was nothing compared to the great monk strike of GW1.
    (1)

  9. #3859
    Player Kathryn's Avatar
    Join Date
    May 2012
    Posts
    546
    Character
    Nanapie Kimura
    World
    Ragnarok
    Main Class
    Arcanist Lv 28
    Quote Originally Posted by aiqa View Post
    A lot of your strike critiquing allies have said lot of different things that directly contradict eachother. So that means any critique is wrong, right? And you don't know what you want, right?

    And show a few of those comments where healers say they want to dps more? And exclude comments about asking for dps phases to be more fun. Asking for phases to be more fun is very different from asking for more dps.

    And wanting more interesting dps kits isn't mutually exclusive with wanting to mostly heal anyway. And isn't mutually exclusive with not wanting healer to be a dps job.
    Oh most likely yeah and you have got to be kidding me I aint fishing through this thread for any comments im not a psychopath, I have better things to do, like go cook dinner, Fajitas tonight ciao!

    Oh one last thing, I may not directly support your strike as I quite like healing to chill out as I said BUT if you do make any progression it will only benefit me also so yeah win/win for me.
    (0)
    Last edited by Kathryn; 06-20-2024 at 12:07 AM.

  10. #3860
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,703
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by aiqa View Post
    A lot of your strike critiquing allies have said lot of different things that directly contradict eachother. So that means any critique is wrong, right? And you don't know what you want, right?

    And show a few of those comments where healers say they want to dps more? And exclude comments about asking for dps phases to be more fun. Asking for phases to be more fun is very different from asking for more dps.

    And wanting more interesting dps kits isn't mutually exclusive with wanting to mostly heal anyway. And isn't mutually exclusive with not wanting healer to be a dps job.
    According to people who oppose this strike I’m somehow a sylphie, a casual, a casual hater, a sweaty ultimate raider and a try hard barely savage raider who thinks they are an ultimate raider depending on who you ask and I also apparently only care about casual content but don’t do ultimate but also do ultimate but also somehow only care about savage but also think savage is both well designed and poorly designed and this strike was both caused by xeno and has nothing to do with him and I both support and oppose changes to tank healing

    If we are excluding things based on contradictions the strike opposers arguments would have collapsed like a house of cards on page 3
    (14)

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