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  1. #8181
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post


    From a discord. Really puts into perspective how much we've lost over the years
    Thank you for posting <3
    (4)

  2. #8182
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,620
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Azurarok View Post
    From what I've read Aero 3 was a 2.5s cast so it wasn't useful for mobility.
    E. Dyskrasia would've been great for that purpose had it been stackable and same potency as Dosis but we didn't even get that.

    Fluid Aura became a Bind in ShB and was finally deleted in EW, with nothing replacing it at that level. I wish they just turned it into an instant cast water spell instead.
    I think the funniest thing about Aero3 was that it provided a completely unexpected QOL: If you pulled a pack in a dungeon, and did Holy, Aero 3, Holy Holy etc, you would allow the first Holy's Stun to fully expire. Now, unless you have Misery prepared from a previous boss, you can't do that, and have to clip the first Holy's Stun by 1.5s, which feels wasteful

    I think having Fluid Aura back as a GCD Water spell with no cast time (upgrading to Banish when we get to Glare levels) would be pretty a obvious way to add some variety to the job's rotation. Also, it being instant would allow for more mobility options for the job, which helps to keep it more 'casual friendly'
    (9)

  3. #8183
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,487
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Sorry I know this is besides the point but do they really have to turn them all into light spells though...

    I really miss not being just lights and transparent flowers
    (5)

  4. #8184
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I mean, Roe did take that into account with her other WHM suggestion thread. I believe a 1 minute healing cooldown that resembles Assize gets used to change the Glare, Dia and Banish buttons for a more powerful elemental attack once each. I believe they are Earthquake, Tornado and Tidal Wave respectively for the same order.
    (0)

  5. #8185
    Player
    Ritsugamesh's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    68
    Character
    Ritsu Susanowa
    World
    Phoenix
    Main Class
    Scholar Lv 91
    Quote Originally Posted by ForsakenRoe View Post


    From a discord. Really puts into perspective how much we've lost over the years
    This is absolutely damning really. How can this be considered successful game design? A game's development is supposed to make things better and more engaging, that's just an absolute lobotomy job.
    (6)

  6. #8186
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,192
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ritsugamesh View Post
    This is absolutely damning really. How can this be considered successful game design? A game's development is supposed to make things better and more engaging, that's just an absolute lobotomy job.
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    (2)
    Last edited by Striker44; 08-08-2024 at 10:40 AM.

  7. #8187
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,850
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    thats all fine and well, and I agree. if I wanted to dps I would play a dps.

    so... if my two buttons are meant as "filler"..... why is my filler taking up 90% of my time playing?
    (16)
    #FFXIVHEALERSTRIKE

  8. #8188
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,162
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    We went from no skill taking up more than 20% of our total actions to broil taking up over 70%

    We didn’t substitute the DPS rotation for a plethora of healing skills, we heal less than we used to and our filler rotation is beige garbage. How long are people going to push this. Our button inputs aren’t even remotely balanced with the old design just because we got more oGCD heals because we never need to press this

    And also if you don’t want to learn a rotation to play a healer why no leverage that same argument against tanks. Why am I not allowed to sit there and spam flash, my job is holding agro not doing damage
    (16)

  9. #8189
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
    Tools that go completely wasted in most content. Even in savage. I don't need the kit I have.

    Please apply this logic to tanks. They should focus on tanking. Remove their entire dps rotation for a filler and dot. Then give them 20 buttons of mitigation that do the same thing. Now don't actually change content to warrant needing those buttons.
    Finally, make it so the healers and dps do all the mit for you.
    (14)

  10. #8190
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    would be consequent.
    Healer needs to heal.
    Damage Dealer needs to deal damage
    and Tanks just needs to tank.
    No need for all the attack buttons
    (2)

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