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  1. #7541
    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 CaptainLagbeard View Post
    Tank heals aren't the issue.
    Enemy damage isn't the issue.

    Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.

    To actually fix it, they'll have to actually give healers something more to do.
    Why do we need more game play than we already have? It's more than what DPS get.

    We need to heal someone? We have more than one single target heal to use. We need to heal multiple party members at the same time? We have more than one AoE heal to use.

    We need to react to mechanics just as DPS do (or don't since we can always rez them if they try to greed and fail).

    We need to watch the boss HP and cast bar to time our use of our more powerful cooldown when needed.

    We need to watch party member HP, buffs and debuffs to know when healing is needed and how much, to know if Esuna is needed.

    The exceptional healers are even watching where party members are standing so they can Rescue them if needed and available.

    DPS game play already stops short of where healer game play does. Why aren't we hearing complaints about a lack of DPS game play?

    The big difference between the two is that the DPS experience is generally consistent. They rarely need to alter their focus while the healer does frequently if not constantly. The healer experience varies depending on other in the party. Skilled players mean only needing to worry about unavoidable damage. One or more lesser skill players means needing to keep more constant watch on the party (is the less skilled player standing in mechanics, are they stacking on others when they should be standing apart so more party members need healing, etc.).

    That is why SE has to use caution in designing healer responsibility in normal content. Not only does the healer need to be able to adjust to what the party is doing, different healers have different reaction times based on their own skill and familiarity with the content. That is expected in normal content that is meant for everyone while in more difficult content, players are already expected to understand how to play their job and react to mechanics correctly (outside of a short learning period when they first start working on the content progression). That allows SE to increase expected healer responsibilities in that content, theoretically creating a better game play experience for good healers.
    (1)

  2. #7542
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,967
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Aravell View Post
    So I don't know what else can be taken from us at this point.
    inb4 Bardam 2nd Boss (Savage) lmao.
    (0)

  3. #7543
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    651
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by EponaTBHSMH View Post
    I'm still confused by that cuz, I mean there's a lot of pages in this thread so its hard to follow, but last time I asked if this would be solved by giving healers more DPS buttons, I was told its not that simple, and I was told something about making healing "meaningful"

    I really still have trouble narrowing down what healers truly want after 700 pages
    There's 2 major issues; healers end up pressing a singular button over and over, and that their presence could largely be removed with little loss outside people standing in the orange.

    You could fix the latter problem by nerfing or removing non-healer heals, although that brings in the ire of those who main those jobs for removing a tool they may enjoy, not an ideal fix. You could instead increase the amount of unavoidable damage that any piece of content does, but now you're at the mercy of people making sure they actually use those abilities rather than dumping all that responsibility on the healer, who may not be able to keep up with that extra damage that may be tuned for those extra heals from non-healers.

    The fix for this isn't as simple as choosing one over the other, you'll have to take small doses of both; slight nerfs to non-healer heals (primarily WAR, followed by PLD), a slight increase in incoming damage (unavoidable damage in particular), and personally, a slight hit to tank defence (that's a discussion for another time).

    For fixing the constant nuke presses, every oGCD used is a GCD heal not used, that GCD then gets spent on the primary nuke in its place, so it stands to reason that the less oGCDs we have access to, the more valuable our GCDs end up becoming, and the less we press the nuke. This has the problem of course of removing the heal potential that some older mechanics may have been tuned for, so we can't just remove oGCDs outright, but we could potentially nerf their availability with longer cooldowns or stricter resources.

    Another fix for the constant pressing of the singular nuke is the ever popular DPS rotation; every healer gets a handful of unique attack spells that defines a playstyle rather than having them all copy-paste the nuke + DoT combo. This has its own issues in that some healers have very bloated kits as it is and may not have the room for more than 1 or 2 extra attack spells.

    Like with the healing fixes, this likely needs a combination of both fixes; curb a handful of oGCD heals to make room for damage spells while also making the GCD heals more valuable in the process. This is a harder thing to fix as there'd likely need to be tests with older content to make sure those old heal checks can still be surpassed with any major changes to the healing kit.

    "What healers truly want" is ultimately going to be very difficult because everyone has individual ideas and preferences on what they want; some are happy to just have an extra damage button or two, some just want more incoming damage to heal, while others want everything in between. You can't really "narrow down" what potentially thousands of players want; but you can pinpoint what they don't want, and we can at least point to the current healers and say "not that".

    All this to say; yeah it's not simple fixes and people have different priorities in what they like about healers. You can blame Square for this after now 3 expansions of poorly designed healers.
    (11)
    Last edited by TheDustyOne; 07-23-2024 at 08:27 PM.
    #FFXIVHEALERSTRIKE
    Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
    1. An engaging DPS kit beyond a nuke and DoT.
    2. Increased incoming damage so we have more to heal.
    3. Distinctive playstyles amongst the healers.
    4. Some nerfs to non-healer heals, we shouldn't be replaceable.

  4. #7544
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    From other threads... What I said for fixing WHM.

    Quote Originally Posted by CaptainLagbeard View Post
    Keep Stone I to Stone IV as the primary attack spell, and just increase their potency through traits throughout the levels.
    Make Glare I to Glare IV into a separate spell, one that requires stacks of Sacred Sight to cast as the way Glare IV currently does.
    Entirely replace Freecure with a new trait with one that would grant a stack of Sacred Sight at about 30% proc chance on ever Spell cast.
    Replace Planary Indulgence with Seraph Strike, make Seraph Strike cost 1 Lily to use and nourish the Blood Lily.
    Because of a better alternative for nourishing the Blood Lily, Afflatus Misery's potency can be dropped as it no longer would have to be DPS neutral to Glare(or Stone with these changes).
    Remove MP recovery from Assize, and add it to Afflatus Solace and Afflatus Rapture.
    WHM being the healer I've used the most so I rather let other people who have more experience with other healers specifically come up with fixes and additions to those.
    (0)

  5. #7545
    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 Reinha View Post
    Extremes give 15 tomes per kill. The devs should increase that by tenfold if they want me to avoid dungeons, so I can cap tomes with the limited time I have. Until then, I'll continue to give feedback on dungeons where people of all skill levels are heavily encouraged to farm their weekly tomes.
    Hunt trains are most efficient for farming tomes, except... due to how participation is calculated and how mechanics one-shot squishies you are discouraged in using other jobs than tanks and this is the ideal party composition for them :
    (9)

  6. #7546
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,014
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    I think there is actually a way to fix OGCDs being so predominant while also not removing them.

    Make the basic GCD heals like Medica or Succor completely MP free, so the only cost would be your GCD. Then add MP costs to every currently free tool, from Afflatus Rapture to Pneuma, with the strongest tools costing the most MP.

    With that kind of design, while not forced to use GCD heals, you'd want to opt into using them to conserve MP for when you actually need your strong OGCD tools. It also wouldn't harm the less experienced players because they mostly GCD heal anyway.
    (2)

  7. #7547
    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 Aravell View Post
    Also, savage has already gotten much easier over time. While older savages were more execution-based, modern savage is mostly puzzle fights, so literally anyone can clear it if they know the answer to the puzzle.

    So I don't know what else can be taken from us at this point.
    Honestly I still like the puzzle fights but also miss the execution based fights. Really wish we could just have both in savage. CBU3 really just throws away old ideas and systems and instead of revamping or fixing them.
    (1)

  8. #7548
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,014
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Ramiee View Post
    Honestly I still like the puzzle fights but also miss the execution based fights. Really wish we could just have both in savage. CBU3 really just throws away old ideas and systems and instead of revamping or fixing them.
    There is a right way and a wrong way to do puzzle fights.

    A8S is puzzles done right, there's Legislation, Gavel and adds phase, they're puzzles to be solved but they also require good execution.

    P8S is a puzzle fight done badly, High Concept is barely even a mechanic once you learn what you need to do. There's so much time to do what you need to do and there's really only 2 permutations.
    (1)

  9. #7549
    Player
    EponaTBHSMH's Avatar
    Join Date
    Oct 2016
    Posts
    160
    Character
    Gyalva Guillen
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by TheDustyOne View Post
    All this to say; yeah it's not simple fixes and people have different priorities in what they like about healers. You can blame Square for this after now 3 expansions of poorly designed healers.
    Thank you for this read, that makes some things a little clearer
    (4)

  10. #7550
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Somnolence View Post
    Hunt trains are most efficient for farming tomes, except... due to how participation is calculated and how mechanics one-shot squishies you are discouraged in using other jobs than tanks and this is the ideal party composition for them :
    Man, WAR is like a black hole that sucks the fun out of other jobs. The Wuk Lamat of job design.
    (2)

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