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  1. #5911
    Player
    Hellebore_Ghrian's Avatar
    Join Date
    Apr 2019
    Posts
    130
    Character
    Hellebore Ghrian
    World
    Louisoix
    Main Class
    Black Mage Lv 100
    I've seen one maybe two AST too. In DF, I've seen mostly SGE and WHM and I've done a lot of 93 trials. Seems the AST rework hasn't gathered a lot of players, I'm not rly surprised.

    Oh and, when I tag as BLM, healers are the last spots to fill like 75% of time. The remaining 25% are tanks.q
    (3)

  2. #5912
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    159
    Character
    Buzam Aidorouge
    World
    Maduin
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Xieldras View Post
    I've been running the first two DT dungeons for 2 days now and I've seen only one, maybe 2 ASTs (versus about 70% SGEs). The class seems even less popular despite being told the rework was going to make it palatable. On my end I merely tested it on a dummy for 5 minutes before deciding it would be staying at lv 90; I just hate how slow and predictable it feels.

    Plus, with how I pull specific sets of cards every time, I feel like a con artist and not a seer.
    The funny thing about the cards is, previously I just dropped them both on each DPS, not even caring to remember which one boosts which kind of DPS (because 3% is better than 0%) and pretty much never used them on the tank or myself (unless I was doing something solo of course). Now I just pretty much dump all of the cards on myself every time because the tank/DPS doesn't really need the mits/healing with the rest of my kit+their own, and with only one attack buff to distribute, I might as well be selfish with that too.

    By all accounts I'm probably exactly the kind of "dumb bad" AST that Square is desperately trying to cater to, but I assure you that the only thing their idiot-proofing has done is make me into a better idiot. I implore anyone who dislikes the current AST design to screenshot this and use it as proof that they've been less than successful and should consider making changes for those who *actually* enjoyed and played former AST well. Allow me to be kindle for that particular pyre, lol.
    (2)

  3. #5913
    Player
    LynxDubh's Avatar
    Join Date
    Oct 2023
    Posts
    219
    Character
    Lynx Dubh
    World
    Faerie
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Local_Custard View Post
    is that so? I'll have to see how I feel about it. Question, is it possible to drag dead buttons onto a new hotbar or would that delete it?
    It's very possible, I still have Fluid Aura, Nocturnal and Diurnal Sect, and the SMN dots on my side bars as keepsakes.
    (0)

  4. #5914
    Player
    Fuzzout's Avatar
    Join Date
    Sep 2020
    Posts
    15
    Character
    Light Seeker
    World
    Odin
    Main Class
    Sage Lv 100
    I wonder how many healers in this post have actually played up to 100 and taken a stab at an extreme.

    For one, going into DT I was kind of in the same boat as the points raised in this post, however not all of them are correct or even properly understood/researched.

    Yes, up to (and including most parts of) Endwalker - the healing was lacklustre <- for this reason I understand why one would want to form a healer strike.

    However - we're now in Dawntrail and here are my thoughts:
    Dungeon 1 of DT - Basically a perfect summary of what EW healing was like (there was none if people play correctly).
    Every dungeon following adds more and more new and interesting mechanics AND actual heal checks (one of the post-MSQ unlocked dungeons mob pulls comes to mind).
    Trials - they have back-to-back incoming damage built into them, the damage is staggered and doesn't hit all party members at the same time.
    The final trial - This is where I knew - OK - the complains HAVE been heard (likely a rule for encounter designers that got put into place around 6.1 healing farce).

    I just cleared the first trial (DT) in extreme - It was fantastic. If I didn't have even one of my cooldowns (SGE) - it would severaly impact our survivability and we'd likely wipe.

    Even regen healers have been given purpose, thanks to bleeds, quick back to back incoming damage, unique tankbuster mechanics (Trial 1 extreme tankbuster is the coolest thing I've seen in FF).

    --
    So instead of shutting you all down on your complaints - I wholeheartedly agree, but I suspect what you're actually experiencing is not a problem with the game... it's actually burnout from doing normal mode dungeons/raids. You've likely played enough to grow in skill so much that you're likely ready for extreme.

    I am sorry in advance - but you cannot play normal mode content for a long time, not realise that you - YOU as a healer have improved sufficiently to move up in difficulty - and then complain that the content YOU'RE PURPOSEFULLY SELECTING does not demand that you use your jobs kit while entirely ignoring the fact that the challenge you seek is in fact in the game.

    Let the normal mode remain as is for those who still find it challenging and happen to be learning how to heal. Move onto something more difficult.
    (0)

  5. #5915
    Player Isala's Avatar
    Join Date
    Jun 2014
    Posts
    866
    Character
    Isala Zuntrios
    World
    Adamantoise
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Fuzzout View Post
    I wonder how many healers in this post have actually played up to 100 and taken a stab at an extreme.

    For one, going into DT I was kind of in the same boat as the points raised in this post, however not all of them are correct or even properly understood/researched.

    Yes, up to (and including most parts of) Endwalker - the healing was lacklustre <- for this reason I understand why one would want to form a healer strike.

    However - we're now in Dawntrail and here are my thoughts:
    Dungeon 1 of DT - Basically a perfect summary of what EW healing was like (there was none if people play correctly).
    Every dungeon following adds more and more new and interesting mechanics AND actual heal checks (one of the post-MSQ unlocked dungeons mob pulls comes to mind).
    Trials - they have back-to-back incoming damage built into them, the damage is staggered and doesn't hit all party members at the same time.
    The final trial - This is where I knew - OK - the complains HAVE been heard (likely a rule for encounter designers that got put into place around 6.1 healing farce).

    I just cleared the first trial (DT) in extreme - It was fantastic. If I didn't have even one of my cooldowns (SGE) - it would severaly impact our survivability and we'd likely wipe.

    Even regen healers have been given purpose, thanks to bleeds, quick back to back incoming damage, unique tankbuster mechanics (Trial 1 extreme tankbuster is the coolest thing I've seen in FF).

    --
    So instead of shutting you all down on your complaints - I wholeheartedly agree, but I suspect what you're actually experiencing is not a problem with the game... it's actually burnout from doing normal mode dungeons/raids. You've likely played enough to grow in skill so much that you're likely ready for extreme.

    I am sorry in advance - but you cannot play normal mode content for a long time, not realise that you - YOU as a healer have improved sufficiently to move up in difficulty - and then complain that the content YOU'RE PURPOSEFULLY SELECTING does not demand that you use your jobs kit while entirely ignoring the fact that the challenge you seek is in fact in the game.

    Let the normal mode remain as is for those who still find it challenging and happen to be learning how to heal. Move onto something more difficult.
    I know it's hard to see in the 600 pages of context, but there are plenty of Savage and Ultimate raiders posting actual logs of just how crap the healers are, even in the content we've been told would "be engaging". So, no. That doesn't work.
    (10)

  6. #5916
    Player
    TsubameMikage's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Celes Miret-njer
    World
    Siren
    Main Class
    Archer Lv 15
    Quote Originally Posted by Rolder50 View Post
    But are people REALLY queuing just for the In Need bonus? Seems like that is just something you get by accident when you queue up for your own reasons. Especially this early in the expansion when people only have one role leveled and so can't easily switch.
    I only ever queued for the "In need" bonus.
    (1)

  7. #5917
    Player
    Hellebore_Ghrian's Avatar
    Join Date
    Apr 2019
    Posts
    130
    Character
    Hellebore Ghrian
    World
    Louisoix
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Fuzzout View Post
    it's actually burnout from doing normal mode dungeons/raids. You've likely played enough to grow in skill so much that you're likely ready for extreme.

    I am sorry in advance - but you cannot play normal mode content for a long time, not realise that you - YOU as a healer have improved sufficiently to move up in difficulty - and then complain that the content YOU'RE PURPOSEFULLY SELECTING does not demand that you use your jobs kit while entirely ignoring the fact that the challenge you seek is in fact in the game.

    Let the normal mode remain as is for those who still find it challenging and happen to be learning how to heal. Move onto something more difficult.
    Let's be clear. The following isn't a personal attack to you, since you put the form in your post, I'll try to do the same.

    So to say, a certain number of us have also done a lot of savage and ultimate (me include with 9 savage tiers, 4 ultimates in their expac as healer with even a week 5 TEA). While I'm clearly not a world progger, I don't think it can be called normal content either.

    As for the new content so far, like that was already said. It's new content done by undergeared people that don't know the fight and without wide known strat yet.

    Give that content, let's say two weeks, and it will be the same old routine like it has been since ShB : put up a spreadsheet with a timeline, push healing ogcd according to this spreadsheet, spam glare/dosis/broil/malefic until the end of time.
    (12)
    Last edited by Hellebore_Ghrian; 07-02-2024 at 09:37 AM. Reason: Wording

  8. #5918
    Player
    Fuzzout's Avatar
    Join Date
    Sep 2020
    Posts
    15
    Character
    Light Seeker
    World
    Odin
    Main Class
    Sage Lv 100
    Quote Originally Posted by Isala View Post
    I know it's hard to see in the 600 pages of context, but there are plenty of Savage and Ultimate raiders posting actual logs of just how crap the healers are, even in the content we've been told would "be engaging". So, no. That doesn't work.
    Honestly, that's fair! But the timing of what savage tier and what ultimates they did - matters massively here. But that's just me arguing for arguments sake. Sorry.

    I think my entire initial post could probably be summarised better in - "What they've put out in dawntrail shows that we are headed in the right direction, just got to wait and see what the future brings.".

    I'm just very roundabout with words :>
    (0)

  9. #5919
    Player
    TsubameMikage's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Celes Miret-njer
    World
    Siren
    Main Class
    Archer Lv 15
    Quote Originally Posted by Fuzzout View Post
    I wonder how many healers in this post have actually played up to 100 and taken a stab at an extreme.

    For one, going into DT I was kind of in the same boat as the points raised in this post, however not all of them are correct or even properly understood/researched.

    Yes, up to (and including most parts of) Endwalker - the healing was lacklustre <- for this reason I understand why one would want to form a healer strike.

    However - we're now in Dawntrail and here are my thoughts:
    Dungeon 1 of DT - Basically a perfect summary of what EW healing was like (there was none if people play correctly).
    Every dungeon following adds more and more new and interesting mechanics AND actual heal checks (one of the post-MSQ unlocked dungeons mob pulls comes to mind).
    Trials - they have back-to-back incoming damage built into them, the damage is staggered and doesn't hit all party members at the same time.
    The final trial - This is where I knew - OK - the complains HAVE been heard (likely a rule for encounter designers that got put into place around 6.1 healing farce).

    I just cleared the first trial (DT) in extreme - It was fantastic. If I didn't have even one of my cooldowns (SGE) - it would severaly impact our survivability and we'd likely wipe.

    Even regen healers have been given purpose, thanks to bleeds, quick back to back incoming damage, unique tankbuster mechanics (Trial 1 extreme tankbuster is the coolest thing I've seen in FF).

    --
    So instead of shutting you all down on your complaints - I wholeheartedly agree, but I suspect what you're actually experiencing is not a problem with the game... it's actually burnout from doing normal mode dungeons/raids. You've likely played enough to grow in skill so much that you're likely ready for extreme.

    I am sorry in advance - but you cannot play normal mode content for a long time, not realise that you - YOU as a healer have improved sufficiently to move up in difficulty - and then complain that the content YOU'RE PURPOSEFULLY SELECTING does not demand that you use your jobs kit while entirely ignoring the fact that the challenge you seek is in fact in the game.

    Let the normal mode remain as is for those who still find it challenging and happen to be learning how to heal. Move onto something more difficult.
    What is there more difficult for dungeon runners? Deep Dungeons requires a massive commitment, and is level locked so you never get to really use all the latest and greatest abilities (not that they're needed there, either, for healers) Criterion dungeons aren't in the DF, and no one queues for them via the page. That leaves jumping into Extremes, Savages, and Ultimates - all of which are some of the most boring fights ever, and require far more effort to organize. FF's fight design for bosses has really fallen behind what other MMOs are doing in terms interaction from the party.
    (0)

  10. #5920
    Player
    Fuzzout's Avatar
    Join Date
    Sep 2020
    Posts
    15
    Character
    Light Seeker
    World
    Odin
    Main Class
    Sage Lv 100
    Quote Originally Posted by Hellebore_Ghrian View Post
    Let's be clear. The following isn't a personal attack to you, since you put the form in your post, I'll try to do the same.

    So to say, a certain number of us have also done a lot of savage and ultimate (me include 9 savage tiers, 4 ultimate as healer), I don't think it can be called normal content.

    As for the new content so far, like that way already said. It's new content done by undergeared people that don't know the fight and without wide known strat yet.

    Give that content, let's say, two weeks and it will be the same old routine like it has been since ShB : put up a spreadsheet with a timeline, push healing ogcd according this spreadsheet, spam glare/dois/broil/malefic until the end of time.
    Kudos! You've definitely outskilled the game at this rate xD Hopefully the new ultimate brings something new and exciting for you to throw yourself at.

    On a side note - what you mention regarding giving things a few weeks for common guides to appear - this is an issue across all games, for all roles. There isn't really a solution to this. The joy comes from figuring the fight out, but the nature of majority of the raiders on FF is to wait for a handy guide with an included slideshow - and then tackle the content. That takes out a major, MAJOR part of the enjoyment out of it. <- this is how I honestly feel. Blind week/month 1 progression is where most of the fun is; but this might be a personally subjective thing, and at this point we're not even talking about healers.

    Anywho, I've said my piece(s) Have a jolly good time of day.
    (0)

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