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  1. #1
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by EponaTBHSMH View Post
    The impact of this "strike" was already very limited, but now with the endgame dungeons I feel like it shouldn't be relevant anymore, healers actually have things to do in the high level trials and dungeons.

    What do max level healers doing the strike think of current endgame? do you all not feel busier than previous expacs? or is it about having more buttons to press?
    People need to stop acting like this is a step in the right direction. Its not right now the foot has been lifted off of the floor, constant aoe damage output is good but it doesn't fix the terrible healing kit.
    This only become a step when the healing tools become fun to use to react to this. Sure its nice that the final trial has pulsing damage during mechanics and the expert dungeon has more aoe damage output but still this is easily countered with healer's extremely overpowered oGCD heals (Or PLD/WARs busted group sustain.) So many non-healers dont get the point people don't want more buttons to press they want the buttons they press to have thought behind them.
    People completely miss the point, healers don't want a DPS rotation they just want some brain power to go behind their DPS, its the exact same with their heals. They don't want to react to damage with just using a oGCD heal or one of the stupidly busted group mitigation/regens every single time.
    Even if ILV restrictions come into place more heavily to keep these as strong as they are now it really isn't a fix to the healing situation.

    Quote Originally Posted by Exiled_Tonberry View Post
    Well the real problem here is WHM being disgustingly undertuned and it being ignored for FAR too long.
    Their heal potencies and CD times are ancient, why is Benediction on a 3 minute timer and Asylum on 90s when all healers have an aoe benediction (except WHM lmao) and similar aoe regens on 60s? Why is both their healing and mitigation and every tool in their toolkit weaker than every other healers? Why is their DSP far and away the lowest when they offer no rDPS?

    This is the result of sweeping WHM issues under the rug since HW.
    Though all healers have been suffering it has gotten pretty absurd with WHM.
    All WHM really has is simple to understand healing outside of this WHM has NOTHING, SGE is basically a more useful WHM (its just as easy.), AST though weaker now still has damage buffs going out every minute and SCH is just completely broken with the best mitigation and now with Seraphism the best pure healing every 3 minutes. We basically repeated ShB SMN but for SCH a million different buttons and higher skill floor but objectively the best at their role in the game. Healers damage kit aren't the only thing that needs reworking, the entire healing kit and strengths of each individual healer needs to be reapproached. We can't just have SCH being the best healer while WHM is the worst in every single aspect (Besides I guess MP regen but that really means nothing anymore.)
    (4)
    Last edited by Ramiee; 07-04-2024 at 10:53 PM.

  2. #2
    Player
    EponaTBHSMH's Avatar
    Join Date
    Oct 2016
    Posts
    160
    Character
    Gyalva Guillen
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ramiee View Post
    they want the buttons they press to have thought behind them. They don't want to react to damage with just using a oGCD heal or one of the stupidly busted group mitigation/regens every single time.
    Thank you this is the part that interests me, can you give me an example of a kit that would be more interesting/fun? You can pick any healer, I wanna just really understand that's going on

    Quote Originally Posted by Grann-Goro View Post
    Previous expansions still count !
    They represent 90% of the game, plus they are what new players see first !
    So basically, y'all want a complete rework, but in which direction?
    (0)

  3. #3
    Player

    Join Date
    May 2023
    Posts
    343
    Quote Originally Posted by EponaTBHSMH View Post
    Thank you this is the part that interests me, can you give me an example of a kit that would be more interesting/fun? You can pick any healer, I wanna just really understand that's going on

    So basically, y'all want a complete rework, but in which direction?
    Rather than offer up specific kit ideas in this post I want to state my goal more clearly

    I think it needs to be fun at 30 at a minimum no matter what job or role you play and ideally untie actions from level sync slightly as I've detailed here

    https://forum.square-enix.com/ffxiv/...ion-level-sync
    (5)
    it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.

  4. #4
    Player
    Grann-Goro's Avatar
    Join Date
    Mar 2017
    Posts
    246
    Character
    Grann Goro
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Quote Originally Posted by EponaTBHSMH View Post
    So basically, y'all want a complete rework, but in which direction?
    Just a good rebalance of numbers would be enough to me (or a good start). The main issues to me are :
    - the stat-squish that 6.0 brought, that strangly broke lv 1-80 balance completely (especially lv 1-70).
    - tank sustain is way too high at multiple levels.
    - too few unavoidable damage to keep healers occupied in their role in general.

    So for this :
    - I would nerf to the ground the global party DPS from level 1 to 80. A lot of maths surely has to be done here, because the way they did their "stat-squish" was disastrous ! (a lot of boss phases are skippable, even with MINE enabled !!)
    - I would nerf tank sustain. Tank defense stat at levels 1-40 is too high now that they have their "protector trait" at level 1, plus PLD & WAR at level 90 are just absurb in their self-heal ability.
    - I would increase a little auto-attack damage from almost every boss (and dungeon mobs), especially after level 60.


    I didn't buy Dawntrail though, so I can't speak for level 91+

    Also I would allow all players to use phoenix downs in combat, but with a cast-time similar to the rez spell, so that we can increase the healers responsability without being too much frustrating for DPS and tanks.


    All of this wouldn't certainly be perfect, but it would be a good start.
    (6)
    Last edited by Grann-Goro; 07-05-2024 at 12:31 AM.
    Retired healer

  5. #5
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Grann-Goro View Post
    Just a good rebalance of numbers would be enough to me (or a good start). The main issues to me are :
    - the stat-squish that 6.0 brought, that strangly broke lv 1-80 balance completely (especially lv 1-70).
    - tank sustain is way too high at multiple levels.
    - too few unavoidable damage to keep healers occupied in their role in general.

    So for this :
    - I would nerf to the ground the global party DPS from level 1 to 80. A lot of maths surely has to be done here, because the way they did their "stat-squish" was disastrous ! (a lot of boss phases are skippable, even with MINE enabled !!)
    - I would nerf tank sustain. Tank defense stat at levels 1-40 is too high now that they have their "protector trait" at level 1, plus PLD & WAR at level 90 are just absurb in their self-heal ability.
    - I would increase a little auto-attack damage from almost every boss (and dungeon mobs), especially after level 60.


    I didn't buy Dawntrail though, so I can't speak for level 91+

    Also I would allow all players to use phoenix downs in combat, but with a cast-time similar to the rez spell, so that we can increase the healers responsability without being too much frustrating for DPS and tanks.


    All of this wouldn't certainly be perfect, but it would be a good start.
    I love every part of this, I agree with it all. Also you should get DT, the first half of the story is amazing, the second half I am not much of a fan of.
    (1)

  6. #6
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by EponaTBHSMH View Post
    Thank you this is the part that interests me, can you give me an example of a kit that would be more interesting/fun? You can pick any healer, I wanna just really understand that's going on.
    Well using SCH and SGE as examples on how you can change them to fit the same role but have unique healing kits.
    SCH could regain pet management mechanics and empower the fairy so it becomes the main tool you use to heal in AOE instead of it being more useful for ST and its AOE only being decent. You could theoretically have the SCH's (the PC) aoe healing relatively weak while the fairy has incredibly strong aoe healing so the way you react to situtations would be tied to managing your fairy. An example of changing a currently existing ability is Fey Blessing, instead of it just being a weak aoe it could use your fairy gauge and be an AoE Aetherpact in a short range meaning you have to place your fairy somewhere it can heal the most people over time.

    Compared to an idea of a SGE rework, they both are barrier healers but can do barriers in different ways. For example SCH could keep the current long lasting barrier design on long CDs while SGE could have shorter CD barriers but also only last a few seconds, this would completely change how you play SGE comparitively to SCH because then SGE would be the reaction/damage barrier healer while SCH would be preplan/pet barrier healer. Not saying this is the approach they should take but its an example of how to make healers feel more unique and also healing more interesting.
    Really the best examples come from other MMOs with better healing mechanics, WoW for example has a healer in it currently that had damage/healing abilities that are all in cones or lines meaning you have to think about your positioning to deal both damage and healing. There are multiple ways to rework healing to be both unique and engaging.

    Damage dealing will always however be necessary because unless damage output remains the same from low ILV to high ILV + experience in an encounter, you will start pressing less healing buttons and more damaging buttons because healing will become easier, its why all western MMOs now have basic damage dealing mechanics for Healers. (For example WoWs holy priest, the least complicated damage mechanics healers, has a single target, aoe damage/heal that empowers over time to be plus over your single target, a Dot, A casting Dot, a 40 second instant cast high damage spell, a line burst aoe damage+heal 40CD oGCD and a 1 minute CD nuke.)
    (3)
    Last edited by Ramiee; 07-05-2024 at 12:28 AM.