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  1. #1
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by BunnyQueen View Post
    The strike has 2 fronts, those who want more damage buttons and the one who wants to heal more.
    Fwiw, I don't think this dichotomy exists- the majority seems to want both. People want better healing content, both with more oncoming damage and more reactive healing (crit autos were an easy source of this in older XIV, but this mechanic basically vanished), but they understand that changing the encounter design in that way is both difficult and probably cannot be broadly applied to all content, so they also want more engaging dps tools. The better dps kit is super low hanging fruit, they literally need to undelete some of the 10 missing actions that healers had in HW. It's like, few hours of work and testing, most likely. The former takes more time, although I think it's a necessity to truly bring the healer support fantasy alive.

    If you want an example, I mained SCH in HW, when it was at the peak of its dps complexity, and I really enjoyed keeping all the different timed dots rolling perfectly. But the peak of SCH gameplay for me was moments like, for example, in A6S pre-nerf, my team messed up the slow/stuns on the orbs in the Brawler add phase and, if you were a good scholar, using your own slows/Supervirus/Fey Illumination, you could salvage the pull and make it through that mechanic. That was peak Scholar gameplay, a combination of defensive buffs, debuffs and mitigation used tactically making it through a difficult mechanic. I still think back on those moments even more than I do on managing all the dots- I don't think the latter is enough without the former.
    (10)

  2. #2
    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 Galvuu View Post
    Fwiw, I don't think this dichotomy exists- the majority seems to want both. People want better healing content, both with more oncoming damage and more reactive healing (crit autos were an easy source of this in older XIV, but this mechanic basically vanished), but they understand that changing the encounter design in that way is both difficult and probably cannot be broadly applied to all content, so they also want more engaging dps tools. The better dps kit is super low hanging fruit, they literally need to undelete some of the 10 missing actions that healers had in HW. It's like, few hours of work and testing, most likely. The former takes more time, although I think it's a necessity to truly bring the healer support fantasy alive.

    If you want an example, I mained SCH in HW, when it was at the peak of its dps complexity, and I really enjoyed keeping all the different timed dots rolling perfectly. But the peak of SCH gameplay for me was moments like, for example, in A6S pre-nerf, my team messed up the slow/stuns on the orbs in the Brawler add phase and, if you were a good scholar, using your own slows/Supervirus/Fey Illumination, you could salvage the pull and make it through that mechanic. That was peak Scholar gameplay, a combination of defensive buffs, debuffs and mitigation used tactically making it through a difficult mechanic. I still think back on those moments even more than I do on managing all the dots- I don't think the latter is enough without the former.
    Bingo. XIV is the first MMO I've ever played where a healer is bored both healing, AND DPSing. Every other MMO gives us things to heal, and engaging DPS rotations when there's nothing to heal. I don't know why the current design in XIV is literally braindead, and frankly, I hate it.
    (12)