So people aren't allowed to quit a role if they don't enjoy it? NeatI fail to see how either of those are any different than how DF is now, honestly. I don't think their griefing is going to have nearly the same effect, plus it's targeting and blaming the wrong people. They're unhappy with SE, but feel compelled to punish their fellow players. Incredibly mature and very likely to get any valid points completely ignored.
Am I misunderstanding or are you saying devs would rather delete systems from the game rather than allowing them exist simply because some players are worse or otherwise less interested than others?I worry expanding healer DPS will actually result in healers bowing out of content due to the added complexity; once healers are doing half the damage due to low damage for healing; people are going to get it twisted and so nervous healers just won't show up...or worse end up dead more often as they juggle healing with more complex damage while trying to follow mechanics. Its like adding more survivability to DPS or more things to do; one of the reasons I suspect Eye of the Dragon got changed is because so few dragoons were probably using it effectively; instead simply buffing themselves; while those that did improved raid performance dramatically.
Is that also why BLM nonstandard was ruined? Was some raider madge?
I look forward to doing dt as a bard! Kind of sad dragoon won't have as many jumps- kind of goes against the whole theme of the job. I'll unfortunately be putting down astrologian for df. However, I might level ast with trusts (I'll need to watch guides for content beforehand because wiping in trusts is very annoying). It's pretty sad because I love playing support and being a team player. dps and tank just don't fulfill that for me. playing dps feels far removed in terms of interractions. I'm just attacking and pressing buff buttons on cooldown. well... at least I get fun gameplay with bard.
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
I'm so tired of my role (well, soon to be former) being gatekept and held back by genuinely awful players. Any time we want more complexity it's always the same response of ''but think about the bottom 10% who would struggle if it was made harder''.I worry expanding healer DPS will actually result in healers bowing out of content due to the added complexity; once healers are doing half the damage due to low damage for healing; people are going to get it twisted and so nervous healers just won't show up...or worse end up dead more often as they juggle healing with more complex damage while trying to follow mechanics.
Because those types of players weren't already struggling to begin with? How low are we making the bar to entry for this game? The average healer player today is awful. I can queue into a savage pf and my WHM co-healer will snort medica 2 like crack cocaine and somehow struggle to do DPS when it is. literally. one. button.
If people are new to healing and are still grasping the ropes, fine, I don't hate those types of players. But the types who have months upon months of play time and still somehow play something like Sage and just sit there in an expert roulette spamming diagnosis on me, they are simply incompetent and lowering the bar more and more to people who refuse to get better is not the solution.
Yet it's what the developers have done for years - cater to those type of players. Just look at the last morsel of difficulty in the healer role - AST (yes, I will be forever bitter). It's been reworked going into DT to be more simplified and streamlined with the other healers. Because apparently having a singular healer which had genuine difficulty and optimisation baked into its kit if you wanted to access it, was too much for the bottom of the barrel type of player. We must make the card system brainless and scripted, because having RNG to slightly change the rotation each time was apparently too difficult. We must give them 4 more single target healing buttons + 2 mits going into DT, because apparently having 5 of those in EW was too little.
Ranting aside - the solution to this is so simple. Literally design the healers to encompass different levels of difficulty and play styles. Have one healer (probably WHM) stay as it is right now, a one button DPS rotation, so people who want that get to keep it. Then create (or do not rework) the other healers into something more akin to AST where there's genuine difficulty and optimisation to think of. Or more into what the healers used to be when they had several DoTs or other nuanced abilities to think about. SGE really should have been some brainy whacky-ass DPS rotation style of healer, and not this ''healer who heals by doing DPS, but the DPS is just 1111111211111'' job.
i'm with ya fellows, i too wish my dps had more than a one button healing and mitigation rotation, wheres my tbn and shake it off on my sam, and my kardia, and i dont even have a medica 2, its just not fair![]()
stay strong brothers.
Last edited by Mostly_Raxus; 06-23-2024 at 09:28 AM.
It's so silly seeing try-hards trying to make the gameplay harder. Go play Elden Ring DLC instead if you want some challenge. Or find some hardcore Korean MMO.
I simply cannot see why the devs would ever listen to you all. You're not the core of the universe just because you clear Ultimate and Savage content. Not everyone enjoys having to watch over all 4 corners of their 21:9 monitor just because someone wanted to have some more 'diversity' and 'engaging gameplay'. Not everyone have the time to train/play for 6h a day. Don't be selfish a-holes.
This thread reminds me too much of SJW of the internet where everyone becomes a racists if their skin color is not 'melanin positive'. But in this case, as soon as someone does not agree with the manifesto, becomes an enemy and a traitor to whole FFXIV community...
Adding more DPS tools, or simply making existing attacks usable more frequently can actually make healer DPS easier rather than harder. One of the consequences of not adding new attacks is that in order for healer potencies to stay current with content, they've upgraded and increased the potency of our filler attacks every single explansion, but this has a negative effect on healers who don't like to DPS because it adds more and more pressure on the healer to maintain a high DPS uptime, because every individual cast of Glare or Broil or whatever becomes more and more important. Let me show you with numbers how this looks.I worry expanding healer DPS will actually result in healers bowing out of content due to the added complexity; once healers are doing half the damage due to low damage for healing; people are going to get it twisted and so nervous healers just won't show up...or worse end up dead more often as they juggle healing with more complex damage while trying to follow mechanics. Its like adding more survivability to DPS or more things to do; one of the reasons I suspect Eye of the Dragon got changed is because so few dragoons were probably using it effectively; instead simply buffing themselves; while those that did improved raid performance dramatically.
Another possiblity is to create healers as having a "damage dealing" option and historically I've seen what happens when you do that - see Cleric stance or the term "Smizzard"
Right now, let's say you use all you're maximizing the use of your other DPS tools: Dia, Assize, PoM, Glare IV, and Afflatus Misery. Right now, that makes up only 41.9% of your total possible DPS. The other 58.1% comes from maximizing Glare III uptime, which means no room for healing or moving. Every time you do, you lose a piece of that 58.1%.
But let's say we change PoM to a 60 second cooldown, and make it so that every tic of Dia has a 15% chance to proc a use of Glare IV outside PoM windows. Doing this increases the amount of Glare IVs we cast from 1.5 per minute to an average of 6 per minute, and that extra damage could be taken away from Glare III. We could reduce Glare III down to 260 potency with these changes, and White Mage's potency output will stay in roughly the same spot. But look at what this does to your numbers:
Glare III goes from being as much at 58.1% of your possible damage to only 36.1%. Meanwhile, if you can maintain the attacks you were already using, and simply hit Glare IV whenever it lights up, that makes up 64% of your total damage. That's over a 20% flat incease to the damage you can do before you even need to worry about spamming Glare III and maxing DPS uptime. Not only does White Mage's DPS gameplay more dynamic and less monotonous, but it allows casual healers to contribute a lot more damage with a lot less effort.
You guys really need to decide if the healers pointing out the problems with the role are clueless casuals who should have no say because they don't raid, or hardcore raiders who should have no say because they aren't the target audience of the majority of the game.It's so silly seeing try-hards trying to make the gameplay harder. Go play Elden Ring DLC instead if you want some challenge. Or find some hardcore Korean MMO.
I simply cannot see why the devs would ever listen to you all. You're not the core of the universe just because you clear Ultimate and Savage content. Not everyone enjoys having to watch over all 4 corners of their 21:9 monitor just because someone wanted to have some more 'diversity' and 'engaging gameplay'. Not everyone have the time to train/play for 6h a day. Don't be selfish a-holes.
This thread reminds me too much of SJW of the internet where everyone becomes a racists if their skin color is not 'melanin positive'. But in this case, as soon as someone does not agree with the manifesto, becomes an enemy and a traitor to whole FFXIV community...
Then again, using the term "SJW" unironically in the year 2024 says a lot, so...
Note: The "healer community" on the forums is not representative of the immensely larger actual "healer community" in the game. SE is listening to the huge playerbase, not the minuscule few in comparison that are the "loudest" voices.
It sounds like the person you're replying to is pointing out why healing has been simplified over the years, and thus why it wouldn't make sense to go back the other way. It would likely damage the role by turning far more people off than the few it would attract.Am I misunderstanding or are you saying devs would rather delete systems from the game rather than allowing them exist simply because some players are worse or otherwise less interested than others?
|
![]() |
![]() |
![]() |
|
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.