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  1. #1
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    220
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Evergrey View Post
    That's really bothersome to hear if it is increasing in cases happening.
    I'd say that one could at least start with reporting them for it, using following..

    ・Obstructing Gameplay Using Combat
    Refers to an act of obstructive behavior such as using specific skills in an unintended manner or taking advantage of battle mechanics to interfere with the gameplay of other players.

    Seeing how the Tank is actively, as you describe it, killing off group members using the boss's mechanics I'd say it could very well be classified under "taking advantage of battle mechanics to interfere with the gameplay of other players".
    And by doing so the tank is also actively enforcing ・Expressions that attempt to unilaterally exclude someone from the game or content. Content being the bossfight in question.
    Hopefully this can at least give some repercussion to griefing Tanks out there.
    I would say a warrior soloing a boss and forcing everyone else to sit there for ten minutes is also a violation. Healer not functionally fulfilling its role causes this.
    Being tank doesn't mean you get to be invincible. ...forever. Maybe 8 seconds sometimes but you get the point.
    (4)

  2. #2
    Player
    Somnolence's Avatar
    Join Date
    Jul 2019
    Posts
    418
    Character
    Ixa X'phele
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    I would say a warrior soloing a boss and forcing everyone else to sit there for ten minutes is also a violation. Healer not functionally fulfilling its role causes this.
    Being tank doesn't mean you get to be invincible. ...forever. Maybe 8 seconds sometimes but you get the point.
    There was good comment in reddit about this issue:

    If you don't want healers to be a failing point for the party, then what DO you want to be the failing point? This is the question the devs have not answered in earnest.

    If you don't want the healer to be the failure point, then tanks and DPS need to have enough sustain (provided they are performing mechanics correctly) to not die without the healer. That means unavoidable damage must be minimized - which trivializes the healer's role, and leads to the current complaint of "My DPS rotation is too simple/boring,* because if the DPS and Tanks have their own sustain then what else is the healer to do? DPS. And at that point, why bother enforcing a Healer in 4-man duties?

    By trying to work around the ideology of "healer is not the party failure point," you trivialize and effectively remove the role of healer. If, then, for argument's sake we say "ok, since the healer isn't allowed to be a failure point and another DPS can help us clear faster, we don't even use healer," you need to have a failure point in mind and in place. And it needs to be non-trivial to avoid.
    (7)

  3. #3
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Somnolence View Post
    There was good comment in reddit about this issue:
    the problem is thats exactly where it runs headlong into SE's obsession with lessening "stress" and "responsibility" by making it so a turnip with fingers can access healing. if there is a failure point.. according to SE, it must be removed, because apparently the "majoriteh" cant handle learning something.
    (6)
    #FFXIVHEALERSTRIKE

  4. #4
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Kes13a View Post
    the problem is thats exactly where it runs headlong into SE's obsession with lessening "stress" and "responsibility" by making it so a turnip with fingers can access healing. if there is a failure point.. according to SE, it must be removed, because apparently the "majoriteh" cant handle learning something.
    The failure point can be avoided while designing healing as an interesting role but SE is going about it in the wrong way.

    Give healing potions their own cooldown separate from stat potions.

    Give parties a way to resurrect healers in group content. Healers would retain the ability to resurrect any party member. Just as Dynamis is the explanation for LBs, it can be the explanation for being able to rez a healer when tanks and DPS shouldn't have that ability.

    Then when the healer goes down, the healer can be brought back up right away. DPS would have their healing potion on hand to sustain them until the healer is able to resume healing. Tank mitigation continues to be their form of sustain.

    If the party can get the healer up, tank and DPS don't need any powerful tools for self healing. Tanks would naturally retain their mitigation abilities. DPS would retain other utility to buff party damage or debuff the boss but would not infringe on the healer role beyond the very minor self-healing of Second Wind and Bloodbath.

    The healer role can be made interesting without putting undue pressure on a party as the only guaranteed failure point in the event of death.
    (12)

  5. #5
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Jojoya View Post
    The failure point can be avoided while designing healing as an interesting role but SE is going about it in the wrong way.

    Give healing potions their own cooldown separate from stat potions.

    Give parties a way to resurrect healers in group content. Healers would retain the ability to resurrect any party member. Just as Dynamis is the explanation for LBs, it can be the explanation for being able to rez a healer when tanks and DPS shouldn't have that ability.

    Then when the healer goes down, the healer can be brought back up right away. DPS would have their healing potion on hand to sustain them until the healer is able to resume healing. Tank mitigation continues to be their form of sustain.

    If the party can get the healer up, tank and DPS don't need any powerful tools for self healing. Tanks would naturally retain their mitigation abilities. DPS would retain other utility to buff party damage or debuff the boss but would not infringe on the healer role beyond the very minor self-healing of Second Wind and Bloodbath.

    The healer role can be made interesting without putting undue pressure on a party as the only guaranteed failure point in the event of death.
    that would be a workable idea. but I doubt SE would go for that. I wouldnt mind being pleasantly surprised though. A button that pops up that means 'hey, your healer's dead, ressurect?' would be easy enough to use, just like LB is now. having tanks be able to solo bosses now should be a glaring indication of a problem, if SE chose to see it as one. especially from over 50% health
    (2)
    #FFXIVHEALERSTRIKE

  6. #6
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Jojoya View Post
    The failure point can be avoided while designing healing as an interesting role but SE is going about it in the wrong way.

    Give healing potions their own cooldown separate from stat potions.

    Give parties a way to resurrect healers in group content. Healers would retain the ability to resurrect any party member. Just as Dynamis is the explanation for LBs, it can be the explanation for being able to rez a healer when tanks and DPS shouldn't have that ability.

    Then when the healer goes down, the healer can be brought back up right away. DPS would have their healing potion on hand to sustain them until the healer is able to resume healing. Tank mitigation continues to be their form of sustain.

    If the party can get the healer up, tank and DPS don't need any powerful tools for self healing. Tanks would naturally retain their mitigation abilities. DPS would retain other utility to buff party damage or debuff the boss but would not infringe on the healer role beyond the very minor self-healing of Second Wind and Bloodbath.

    The healer role can be made interesting without putting undue pressure on a party as the only guaranteed failure point in the event of death.
    I think giving everyone "Aid" action that doesn't neccesarilly even need bind, just click on "dead" body next to them to help them for 10s and it brings them back at 1% hp and mp.

    Resurrection and adjacents would still be bit better since they can be casted from range and return with bit more hp/mp (which can be tweaked).

    Takes of the pressure of scraping party back up from Healers and gives wider options to develope battle content.

    Then again if it doesn't get interrupted, Tanks will pick people up while face tanking everything. Might not be too bad for casual content but probably needs adjustment.
    (1)

  7. #7
    Player
    BigCheez's Avatar
    Join Date
    Oct 2021
    Location
    Ul'Dah
    Posts
    732
    Character
    Cheez Whiz
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ThaCa View Post
    I think giving everyone "Aid" action that doesn't neccesarilly even need bind, just click on "dead" body next to them to help them for 10s and it brings them back at 1% hp and mp.

    Resurrection and adjacents would still be bit better since they can be casted from range and return with bit more hp/mp (which can be tweaked).

    Takes of the pressure of scraping party back up from Healers and gives wider options to develope battle content.

    Then again if it doesn't get interrupted, Tanks will pick people up while face tanking everything. Might not be too bad for casual content but probably needs adjustment.
    Healers won't spend 1 GCD on a heal and you think people are gonna spend 10 seconds helping someone up, lmao.
    (3)

  8. #8
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    Quote Originally Posted by BigCheez View Post
    Healers won't spend 1 GCD on a heal and you think people are gonna spend 10 seconds helping someone up, lmao.
    In casual content yes.
    (1)

  9. #9
    Player
    Khutulun's Avatar
    Join Date
    Jul 2024
    Location
    Gridania
    Posts
    66
    Character
    Khutulun Goro
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jojoya View Post
    The failure point can be avoided while designing healing as an interesting role but SE is going about it in the wrong way.

    Give healing potions their own cooldown separate from stat potions.

    Give parties a way to resurrect healers in group content. Healers would retain the ability to resurrect any party member. Just as Dynamis is the explanation for LBs, it can be the explanation for being able to rez a healer when tanks and DPS shouldn't have that ability.

    Then when the healer goes down, the healer can be brought back up right away. DPS would have their healing potion on hand to sustain them until the healer is able to resume healing. Tank mitigation continues to be their form of sustain.

    If the party can get the healer up, tank and DPS don't need any powerful tools for self healing. Tanks would naturally retain their mitigation abilities. DPS would retain other utility to buff party damage or debuff the boss but would not infringe on the healer role beyond the very minor self-healing of Second Wind and Bloodbath.

    The healer role can be made interesting without putting undue pressure on a party as the only guaranteed failure point in the event of death.
    Personally would go for giving Healers their own emergency buttons like tanks have, with varying levels of flavor. Let White Mage just rez themselves every once in a long while.

    That said, the suggested duty action or LB style action for everyone may be easier to balance- content wise. You can have it enabled in lower end content where you don't want fights to be overly stressful for any one person and their individual skill level (or turnip level)... and then totally disable it for higher end content where it's the expectation that every party member will be fully capable of handling math problems while juggling assorted fruit and reciting Mark Antony's speech.
    (0)

  10. #10
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Khutulun View Post
    Personally would go for giving Healers their own emergency buttons like tanks have, with varying levels of flavor. Let White Mage just rez themselves every once in a long while.

    That said, the suggested duty action or LB style action for everyone may be easier to balance- content wise. You can have it enabled in lower end content where you don't want fights to be overly stressful for any one person and their individual skill level (or turnip level)... and then totally disable it for higher end content where it's the expectation that every party member will be fully capable of handling math problems while juggling assorted fruit and reciting Mark Antony's speech.
    I would rather have this option (self-raise) which does exist in other games. There are also additional options, for example, when I first started in this game, I found it really odd that the healers had such low HP. Yes, I realize that they're classified as the typical casters, however in at least one other game that I played, their basic armour was one step up from caster armour and thus gave them higher basic defensive stats. So this, combined with a self-raise and personal shields allowed for a healer to have some self-control over that point of failure if a healer were to die.
    (2)

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