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  1. #8831
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,190
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I like the current model around which healer jobs are built and function, I just don't like the environment within which they operate, to me the heals are good, the tools function well and if 60/70% of my uptime were some kind of healing I wouldn't object to the one or two button dps filler.
    Healers, as they currently exist, are just as badly designed for 60/70% uptime on healing as they are for 60/70% uptime on DPS. For example, SCH and SGE functionally have one single-target GCD heal and one AoE GCD heal. Spamming Succor/Adlo is no more interesting than spamming Art of War/Broil.

    You'd have to fundamentally redesign healing kits by turning a bunch of oGCDs into GCDs, and then tweaking things based on balance and desired distribution of actions.
    (2)

  2. #8832
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    574
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I don't play much SCH or sage and I'm kind bad at them anyway, I don't have that problem with WHM or AST though. I would have plenty of options to cast - GCD or otherwise, plenty of supporting options to think about and wiegh the use of at any given moment. From my perspective that's far more interesting and engaging than spamming glare 90% of the time or even, as Connor points out, chasing the shiny button around and around.
    (0)

  3. #8833
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Connor View Post
    Stormblood healers might sound better on paper, but personally I found them just as hard to enjoy as they are now. Making decisions between healing and damage? That doesn’t bother me. Having illusory ‘decisions’ that inevitably all end in the same outcome (‘use the dps’)? I feel like that’s what we’d get if we went back to ‘Stormblood’ design
    You may not personally enjoy Stormblood healers, but many others did. But that's not what I'm pointing out, I'm pointing out that most people who want major overhauls have ideas that may not even work within the game design. You know what did work though? Stormblood worked, and many people have pointed to it as a good compromise.

    Also, having done high-end optimisation in Stormblood and Post-Shadowbringers, I greatly disagree that Stormblood is exactly the same as what we have now. We had way more nuance back then than simply following a fixed rotation of Glare x11 then refresh Dia.
    (4)

  4. #8834
    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 Connor View Post
    Personally I’d rather have 2 abilities and actually have to consider what I use and when, than 4 abilities you just repeat ad infinitum. To me 1 button is no more or less fun than 30 unless there’s some modicum of thought around their application. I mean, you could argue ‘ffxiv doesn’t support that design’, but then, it doesn’t support basically anything except everything staying as stagnant as it is now anyway, so sooner or later they’re going to have to do something about it
    Blue mage is right there. The main game is designed around strict rotations because CBU3 over the last 10 years has removed all management from aggro, to healing, to TP/MP. Now every job is a burst spender and it is extremely boring and badly designed and utterly lazy and unimaginative and thats why the devs love it. The only thing they need to rebalance now is attack potency instead of entire systems, sadly ShB started this and even parts of SB and they only ever got praise for it it was only until EW standardised CDs to make every job explicitly burst jobs is when people started complaining. Healers spamming 1 button is not fun they need damage mechanics they don't need a rotation but they need something that prevent 1 button spam.
    (4)

  5. #8835
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    I agree with Connor that adding damage rotations to healers are a bad idea. Let tanks and damage dealers keep them because that's part of what keeps them interesting to play.

    With healers, I think the additions of abilities like Glare IV are a better path. Make our abilities unlock other abilities which would give us a choice to use instead. That way it's not a true rotation.

    In addition, I think the reintroduction of DoTs for healers only would be interesting because then we wouldn't be tied to the two minute meta. Instead, we would be dealing constant steady damage to contribute to the success of the party.
    (3)

  6. #8836
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ramiee View Post
    snip
    Right. And the dev’s answer to that is a 120-second cool-down oGCD offensive ability on every healer. Based on current design they’ve technically fulfilled every requirement people are asking for. Created dps variance between healers for skill expression (pressing buff buttons is apparently ‘skill expression’ to devs), gave more dps options, some are DoTs, varied with Psyche being 60 seconds, WHM’s being 3 stacks. Oracle is…there, I guess.

    I’m not really sure what Blue Mage has to do with the healer role as a limited job. Unless you’re saying ‘If you want to think about using abilities just play a limited job!’, which I’ll admit I certainly wasn’t expecting. I mean, I guess, but I’d prefer being able to do actual content lol.

    The more we follow the path of ‘conforming to current design’ the more we eventually end up exactly where the devs are at now.
    - healers need to dps
    - needs to be accessible, mp-friendly, unaffected by healing
    - can’t create too much skill variation
    - (theoretically) the dps options cannot exceed those of the dps role.
    - Optional dps abilities that experienced healers can use to gain an advantage
    = stick all the potency into a super-filler, super-dot, and make an optional dps skill for healers to hit every so often.

    Technically all of those points already do exist in the current design. It’s just that they’re extremely boring and uninteresting in execution. But, the question is whether that makes any difference to the developers. I imagine they’re at the point of ‘who cares if it’s fun if it’s easily balanced and accessible?’.

    The only way the developers can ever get out of the design corner they’ve pushed themselves into is by making changes overall anyway.

    If they stick to the current design then we just get them saying:
    - Healers can’t heal too much because that’s not accessible
    - Healers can’t dps too much because then they won’t heal
    - Healers have (presumably) limited design space / ability amounts.
    - Make the healer dps super limited and heal kit expanded and everyone become filler bots
    - Make the healer’s healing kit super limited and everyone becomes Cure bots.
    - Doing both means more balancing for poor indie developer SE.

    No matter which way you turn you’re just going to run into a brick wall with current design anyway. I don’t think any amount of changes purely to job design in a vacuum will change that, and it goes for other roles too (tanks, phys ranged). And I mean, it’s ultimately worth considering whether SE is ‘willing’ to continue the sacrifice of player engagement over job accessibility; all signs point to yes. Unless they make ‘major’ design changes anyway

    Quote Originally Posted by Kacho_Nacho View Post
    quote
    Squishing a reply in to this now giant post to avoid double posting lol. I mean, I don’t have any issues with healers having offensive abilities in a vacuum. Things like DoTs make sense, but I’d also argue there are other aspects associated with the ‘healer’ role like buffs/debuffs, healing gcd vs oGCD usage, MP management and requirements, etc. My issue with the system is that basically outside of ultimates none of them are going to matter anyway leading us down a spiral staircase of bad healer gameplay. And with those changes I’d like to hope we can actually start to see interesting and varied skills with interactions and actually requiring some thought, rather than just taking what we have now and ‘stretching it out’. Like, 2 DoTs with debuffs that are mutually exclusive so you have to deliberately rotate application based on which one you want, is much more appealing to me than ‘4 DoTs that do damage’.
    (2)
    Last edited by Connor; 08-25-2024 at 02:24 AM.

  7. #8837
    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 Aravell View Post
    Leagues better than the travesty we have now?
    I was watching Rinon video where he gushes over new AST and he called Afflatus Rapture a WHM movement tool. I haven't realized this since I am casual healer but I guess the idea is that if Glare can't be casted due to mechs forcing movement, Lily heals can be used to move that potency onto Misery, not for healing, but for solely for DPS purposes. As WHM movement tech.

    How are devs so out of touch with the job design that the players are resorting to such degen optimization?
    (5)

  8. #8838
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    485
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    I agree with Connor that adding damage rotations to healers are a bad idea. Let tanks and damage dealers keep them because that's part of what keeps them interesting to play.
    I dunno, I would rather say let us have 4 unique ways of dealing damage. Let one have a moderate rotation, let one juggle cleric stance, let one have the single filler and dot, let one juggle dots.

    People cite healers wanting different things as a problem with our cause, but I don't really see that as an issue. The point of different jobs is to cater to different playstyles, and the developers could make that happen.
    (9)

  9. #8839
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,025
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Rapture/Lily spells has always been double triple duty'ing as movement/healing/weaving tool since ShB days. Their more limited nature back in those days coupled with 2.50s base Glare cast time made such consideration(s) more apparent - you always try to capitalize at least 1-2 of them; the more, the better. We're seeing less of those nowadays mostly 'cause of the trashologification of filler cast times and lowered lily timer since 6.0/6.1.
    (3)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

  10. #8840
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,152
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    I think at least WHM/SGE should have methods to be dps neutral somehow on *all* their GCD healing and not just lilies. I think they don't want to increase healing needs because bad healers exist, and I don't think they can really reduce bad healers as long as casting stuff like MedicaII's going to be a dps loss.
    (1)

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