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  1. #1
    Player
    lolnotacat's Avatar
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    Apr 2021
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    558
    Character
    K'ayla Rhiki
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Aravell View Post
    The people who are vehemently against more damage buttons are under the mistaken assumption that it would cause the casuals to have a meltdown and then transform into damage-hungry individuals who will let you die for another Glare.
    That's a bit of a straw-man IMO. I'm sure there are plenty of people who are against it for that reason, but there are plenty who are like me, and don't want further role homogenization. The saying "If I wanted to DPS, I'd play a DPS." comes to mind. My concern is that if healers were given more damaging abilities, that will likely lead towards further role homogenization and removal of the trinity. If we're gonna go that route, I'd rather just play GW2. That game was designed around not having a full trinity and has a bad story (Thanks Dawntrail), but at least GW2 has good netcode.

    This isn't to say IMO we can't have additional DPS abilities, but they should be subservient to healing. For example, someone mentioned an idea where Freecure procced a free GCD heal off of glare or random Dia ticks. Maybe Asylum could also have a damage tick added to it or Aetherial shift turns into a PVE Seraph Strike when targeting an enemy and consumes a lily. Obviously I'm just spitballing, but I think the priority should be to keep healers healing, and if we're gonna get more damage abilities, they should to facilitate our healing instead of just adding button bloat so we have more things to press.
    (1)
    Last edited by lolnotacat; 09-14-2024 at 06:44 PM.

  2. #2
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    6,652
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by lolnotacat View Post
    That's a bit of a straw-man IMO. I'm sure there are plenty of people who are against it for that reason, but there are plenty who are like me, and don't want further role homogenization. The saying "If I wanted to DPS, I'd play a DPS." comes to mind. My concern is that healers had more damaging abilities, that will likely lead towards further role homogenization and removal of the trinity. If we're gonna go that route, I'd rather just play GW2. That game was designed around not having a full trinity and has a bad story (Thanks Dawntrail), but at least GW2 has good netcode.

    This isn't to say IMO we can't have additional DPS abilities, but they should be subservient to healing. For example, someone mentioned an idea where Freecure procced a free GCD heal off of glare or random Dia ticks. Maybe Asylum could also have a damage tick added to it or Aetherial shift turns into a PVE Seraph Strike when targeting an enemy and consumes a lily. Obviously I'm just spitballing, but I think the priority should be to keep healers healing, and if we're gonna get more damage abilities, they should to facilitate our healing.
    But that’s the thing, we don’t remotely have that now. Adding more DPS abilities to the healers isn’t homogenising the roles because the healers are already expected to spend 99% of the time doing DPS, it just makes the role less boring than it is now
    (6)
    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

  3. #3
    Player
    WaxSw's Avatar
    Join Date
    May 2019
    Posts
    658
    Character
    Waxillium Larede
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by lolnotacat View Post
    That's a bit of a straw-man IMO. I'm sure there are plenty of people who are against it for that reason, but there are plenty who are like me, and don't want further role homogenization. The saying "If I wanted to DPS, I'd play a DPS." comes to mind. My concern is that if healers were given more damaging abilities, that will likely lead towards further role homogenization and removal of the trinity. If we're gonna go that route, I'd rather just play GW2. That game was designed around not having a full trinity and has a bad story (Thanks Dawntrail), but at least GW2 has good netcode.

    This isn't to say IMO we can't have additional DPS abilities, but they should be subservient to healing. For example, someone mentioned an idea where Freecure procced a free GCD heal off of glare or random Dia ticks. Maybe Asylum could also have a damage tick added to it or Aetherial shift turns into a PVE Seraph Strike when targeting an enemy and consumes a lily. Obviously I'm just spitballing, but I think the priority should be to keep healers healing, and if we're gonna get more damage abilities, they should to facilitate our healing.
    The game in its ARR/HW/SB era proves that argument wrong, we had as healers a much more extensive damage kit and not only the trinity was in a healthier state than post Shb but also the jobs within the role were the less homogenized they have ever been. DPS actions do not mean that healers stop healing, they are tools to reward efficient gameplay and extend healer utility from just healing (which in a game that has scripted mechanics, damage and a slow GCD like XIV they are very needed).

    The problem with dps kits that are subservient to healing is just that... DPS is king. If the tool is a straight up dps gain (like assize, Missery or the asylim you mention) it will be used on CD regardless of the healing required in 99% of the situations and if to access the dps tool a healer may have to take dps losses, unless the gain justify it, it wont see use (your freecure proc for example would be largely ignored for example as cure 2 is not efficient and the Mp gain is not a real benefit).
    (5)
    Last edited by WaxSw; 09-14-2024 at 06:57 PM.

  4. #4
    Player
    lolnotacat's Avatar
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    Apr 2021
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    558
    Character
    K'ayla Rhiki
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Supersnow845 View Post
    But that’s the thing, we don’t remotely have that now. Adding more DPS abilities to the healers isn’t homogenising the roles because the healers are already expected to spend 99% of the time doing DPS, it just makes the role less boring than it is now
    I find DPS to be boring wether its spamming glare or a DPS rotation. The reason I started playing healers back in 2.5 is because they had toolkits, not rotations.

    Quote Originally Posted by WaxSw View Post
    The game in its ARR/HW/SB era proves that argument wrong, we had as healers a much more extensive damage kit and not only the trinity was in a healthier state than post Shb but also the jobs within the role were the less homogenized they have ever been.
    And the designers clearly don't have the same design philosophy and Ethos that existed pre-ShB, and it's likely not going to come back. I don't have faith that the design team will claw back the last 3 expansions, which means if they add more DPS skills that are designed like DPS jobs, it will likely lead to more homogenization.

    Quote Originally Posted by WaxSw View Post
    DPS actions do not mean that healers stop healing, they are tools to reward efficient gameplay and extend healer utility from just healing (which in a game that has scripted mechanics, damage and a slow GCD like XIV is very needed).
    I'd love for DPS being a reward instead of an expectation to come back to our gameplay style.

    Quote Originally Posted by WaxSw View Post
    The problem with dps kits that are subservient to healing is just that... DPS is king. If the tool is a straight up dps gain (like assize, Missery or the asylim you mention) it will be used on CD regardless of the healing required in 99% of the situations and if to access the dps tool a healer may have to take dps losses, unless the gain justify it, it wont see use (your freecure proc for example would be largely ignored for example as cure 2 is not efficient and the Mp gain is not a real benefit).
    DPS being king is going to be the problem no matter what situation we find ourself in unless the design philosophy changes. As I mentioned, that was spitballing, but with Freecure example, that would definitely work better if healers had the slow GCD you previously mentioned, no? I'd love to some of the OGCD heals to be removed and make the role a bit more tactical. I started playing in 2.5 and loved having to time my skills and the risk involved with stance dancing and dropping some tactically placed stoneskins.
    (1)

  5. #5
    Player
    Aravell's Avatar
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    Aug 2017
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    Limsa Lominsa
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    2,012
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by lolnotacat View Post
    That's a bit of a straw-man IMO. I'm sure there are plenty of people who are against it for that reason, but there are plenty who are like me, and don't want further role homogenization. The saying "If I wanted to DPS, I'd play a DPS." comes to mind. My concern is that if healers were given more damaging abilities, that will likely lead towards further role homogenization and removal of the trinity.
    The damage kits of every healer is already largely homogenised as it is right now, all of them have a DoT and a filler with no interaction with the rest of the kit.

    Also, the role homogenisation and removal of the trinity is already happening right now, and it has nothing to do with a healer's damage kit.

    All these can be solved if the team at least put in some creativity again.
    (5)

  6. #6
    Player
    Galvuu's Avatar
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    Jun 2017
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    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by lolnotacat View Post
    My concern is that if healers were given more damaging abilities, that will likely lead towards further role homogenization and removal of the trinity.
    (...)
    This isn't to say IMO we can't have additional DPS abilities, but they should be subservient to healing. For example, someone mentioned an idea where Freecure procced a free GCD heal off of glare or random Dia ticks. Maybe Asylum could also have a damage tick added to it or Aetherial shift turns into a PVE Seraph Strike when targeting an enemy and consumes a lily. Obviously I'm just spitballing, but I think the priority should be to keep healers healing, and if we're gonna get more damage abilities, they should to facilitate our healing instead of just adding button bloat so we have more things to press.
    There are like three different points baked together in this post.
    A more robust dps kit can exist regardless of a healer's healing kit and the need to use it. How much a healing kit shines/is necessary comes down to encounter design. If there's a tough healing (not mitigation) check, you need to use your healing kit to deal with it regardless of what that job's healing kit looks like.
    Further, the healers dps kit only leads to homogenization (compared to tanks and dps) depending on how it's implemented. Between procs that interact with the healing kits- like you're mentioning in the post- and healers being the jobs juggling the most dots with different timers (HW SCH had even more of this than HW SMN, funny enough), there's plenty of design space to make them different from the other roles and different from each other (though I doubt SE has the creative juice to pull this off).
    Lastly, how significant that damage contribution is depends on number tuning. It's always going to be desirable by nature of XIV's core gameplay loop, but I actually think you could axe tank and healer damage by some % and then put more emphasis on the role's responsibility in the trinity. This last point aside, I think the role needs more than spamming 60% of a single gcd without interaction to thrive, regardless of number tuning.

    My point is that I believe a more in-depth and interactive dps kit, on its own, neither leads to homogenization or to forcing the healing part of the kit to take a backseat. These things can be designed to be synergistic and not antagonistic.
    (4)