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  1. #31
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,377
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    More Jobs should be able to Raise. Give melee and phys range a raise as a role action, instant cast with a 2min CD.

    But at the same time, punish people if they need an excessive amount of raises with an enrage timer.
    (2)

  2. #32
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    More Jobs should be able to Raise. Give melee and phys range a raise as a role action, instant cast with a 2min CD.

    But at the same time, punish people if they need an excessive amount of raises with an enrage timer.
    Or just nerf tank sustain and we're good.
    (11)

  3. #33
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Or just nerf tank sustain and we're good.
    It's a multi-facet problem, and nerfing sustain is just one part.

    If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.

    So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe (or the tank to solo everything). An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
    (0)
    Last edited by kaynide; 08-06-2024 at 12:26 AM.

  4. #34
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,923
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by kaynide View Post
    It's a multi-facet problem, and nerfing sustain is just one part.

    If tanks loose sustain, healer gets more pressure, so less people will play healer (which is why tank is so braindead now).

    So, in addition to that, they really just need to allow healers to be able to die without causing a party wipe. An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
    Dumbing down the the healers has not fixed their play rate so I’m not sure why doing the reverse will make their play rate worse
    (13)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #35
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by kaynide View Post
    It's a multi-facet problem, and nerfing sustain is just one part.

    If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.

    So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe. An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
    No, that's not how it gets fixed. That would literally just make things worse.

    It's OK to fail. Failing is how you learn. Having no ability to fail is terrible.
    (6)
    Last edited by Valkyrie_Lenneth; 08-06-2024 at 12:29 AM.

  6. #36
    Player
    Uncle_Jafar's Avatar
    Join Date
    Jul 2024
    Posts
    72
    Character
    Ornstein Smough
    World
    Kraken
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Turtledeluxe View Post
    Do you ever get tired of being ratio'd is the real question...they died to a raidwide, genius.
    ignore the troll
    (2)

  7. #37
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by kaynide View Post
    healer gets more pressure
    LOL
    (5)

  8. #38
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Maybe tanks shouldn’t be able to solo boss fights? Just a thought.
    (11)

  9. #39
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,120
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by kaynide View Post
    It's a multi-facet problem, and nerfing sustain is just one part.

    If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.

    So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe (or the tank to solo everything). An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
    If tanks have immense self-healing, sustain, mitigation, and can rez in combat, why would anyone play healer in content?
    You would see 3 dps 1 tank runs way more than before in dungeons and potentially way more no healer runs of content like extreme and savage. They do more DPS and being able to rez in addition to heal like PLD and WAR would be able to, would let them power through mechanics unless they put in much more taxing heal checks to break that strat.

    that's also not touching the cheese opportunities for stuff like invulning a huge hit meant to wipe the party, then rezzing a healer for an LB3 to cheese Savage/Ultimate fights.
    (8)
    Last edited by VerdeLuck; 08-06-2024 at 12:35 AM.

  10. #40
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Dumbing down the the healers has not fixed their play rate so I’m not sure why doing the reverse will make their play rate worse
    Apples and oranges there; A job being dumb/easy to play is not the main point. Right now, healers will complain about wanting more DPS options, which means they don't need to focus on their primary role (Healing) because it's easy to keep the party alive, especially with a tank that doesn't really take a lot of damage outside of specific things.

    If a healer was actually stressing to keep the party up (like oldschool 2.0/3.0 job design), less people will play the job casually, meaning less in the pool for roulettes etc.

    In 2.0 your main magic casts were Cure 1/2 with free Cure-2's being a way to keep MP. You would use the free-be instant stuff being more for emergencies or weave with Lucid Dreaming to keep MP reserves up. Couple that with stoneskin management, and it was easy to run out of MP if you just spammed Regen/Cure 2/Medica 2. This was also a time when you would actually sleep was actually a thing if MP ran out.

    Because of that complexity, healer was pretty fun, but it was also very intimidating. It was almost ALWAYS adventurer in need. Now it leans much more towards Tank (compared to 2-3.0 anyway). And you'd never see DPS in need, but now it's regular on pretty much any 8-man content (anything from Trials down on the Duty Finder). At least on my server block.

    That's part of why Tank has been buffed so much, and healer given so many free cast/instant spell: to make sure people are playing the roles that are mostly in need.

    --------

    Now to answer your actual quote, I don't honestly know if that would even be the case really, but based on my past experience I would bet healer numbers would go down because generally players are lazy/want to play the game "easily".
    (2)
    Last edited by kaynide; 08-06-2024 at 12:46 AM.

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