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  1. #1
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    777
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    We would also do well to understand how we got at this point. Lets review a bit, shall we?

    The damage calculation in this game is not additive, its multiplicative. This means that stacking buffs will always be more worth than not doing it, unless timers are way too diverse.

    Also, classes have a lot of high potency nukes on high cooldowns, often tied to damage buffs.

    These two factors alone caused people to always try and sync up their cooldowns, as this was the way to dealing the most damage (after all, the goal of most encounters is "reduce enemy HP to Zero"). And of course, people wanted to make this easier. Square Enix simply catered to peoples wishes there.

    To mitigate this, it would usually help to flatten the damage curve a bit, reduce the potency of the finisher nukes and redistribute the potency to other skills. And if damage cooldowns affected others differently, it would reduce the need to sync up cooldowns.

    Now, whether this is something players want, or something that has no drawbacks, that is a different story altogether.

    Quote Originally Posted by Tunda View Post
    [*] introduce new role "Supports" who will responsible for party buffs.
    We already have a Support role, that is Healers. Let me explain.

    When designing a game, you work with 3 base "interaction directions": Player to Opponent, Opponent to Player, Player to Player.

    For each of these directions, you have a role that covers that.
    Attackers work on the Player to Opponent direction
    Defenders work on the Opponent to Player direction
    Supporters work on the Player to Player direction

    If you were to add a Supporter role, you would have 2 roles (Healers and Supporters) taking care of "Player to Player" stuff.
    (1)
    Last edited by ovIm; 09-17-2024 at 07:16 AM. Reason: Added bit about support role
    So long, and thanks for all the fish.

    RIP Viper 28/06/2024 - 30/07/2024. It was a fun month.

  2. #2
    Player
    Unyqua's Avatar
    Join Date
    Jan 2023
    Posts
    24
    Character
    Unyqua Esurru
    World
    Odin
    Main Class
    Samurai Lv 100
    If there was an easy fix we would already have it, but the 2 min window is a solution to a obvious problem. there is no easy fix without reworking all classes and when you just remove the group buffs, classes with self buffs on a timer will still have to do them in that window.
    Even in wow it was best practice to sync your stuff with Bloodlust/Heroism. You might had a bit more controle about it but in they end you had to play around that buff if you did it on pull, in the middle or before enrage.
    The moment you have group buffs people will try to sync them in the best way and with the best comp. In this case the Meta will define the window and not SE
    (0)

  3. #3
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Unyqua View Post
    If there was an easy fix we would already have it, but the 2 min window is a solution to a obvious problem. there is no easy fix without reworking all classes and when you just remove the group buffs, classes with self buffs on a timer will still have to do them in that window.
    Even in wow it was best practice to sync your stuff with Bloodlust/Heroism. You might had a bit more controle about it but in they end you had to play around that buff if you did it on pull, in the middle or before enrage.
    The moment you have group buffs people will try to sync them in the best way and with the best comp. In this case the Meta will define the window and not SE
    I mean no one ask for 2 min or 1 min window.. it is philosophy that is holding the game back to not be creative
    (0)

  4. #4
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by ovIm View Post
    We would also do well to understand how we got at this point. Lets review a bit, shall we?

    The damage calculation in this game is not additive, its multiplicative. This means that stacking buffs will always be more worth than not doing it, unless timers are way too diverse.

    Also, classes have a lot of high potency nukes on high cooldowns, often tied to damage buffs.

    These two factors alone caused people to always try and sync up their cooldowns, as this was the way to dealing the most damage (after all, the goal of most encounters is "reduce enemy HP to Zero"). And of course, people wanted to make this easier. Square Enix simply catered to peoples wishes there.

    To mitigate this, it would usually help to flatten the damage curve a bit, reduce the potency of the finisher nukes and redistribute the potency to other skills. And if damage cooldowns affected others differently, it would reduce the need to sync up cooldowns.

    Now, whether this is something players want, or something that has no drawbacks, that is a different story altogether.



    We already have a Support role, that is Healers. Let me explain.

    When designing a game, you work with 3 base "interaction directions": Player to Opponent, Opponent to Player, Player to Player.

    For each of these directions, you have a role that covers that.
    Attackers work on the Player to Opponent direction
    Defenders work on the Opponent to Player direction
    Supporters work on the Player to Player direction

    If you were to add a Supporter role, you would have 2 roles (Healers and Supporters) taking care of "Player to Player" stuff.
    The problem is having healers to support is overwhelming for most people.. there is a reason why SE reduce the support kit from AST..
    Why playing a job who is responsible for 2 things instead of 1 ?
    I get it is fun but also not fun at balance perspective.

    That's why we have AST designed around 1 min and 2 min because it is overwhelming to do 2 jobs at once

    Healers are missing esuna's and now we give them 10% of party damage? It is too much to ask for
    (0)

  5. #5
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,086
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by BabyYoda View Post
    The problem is having healers to support is overwhelming for most people.. there is a reason why SE reduce the support kit from AST..
    Why playing a job who is responsible for 2 things instead of 1 ?
    I get it is fun but also not fun at balance perspective.

    That's why we have AST designed around 1 min and 2 min because it is overwhelming to do 2 jobs at once

    Healers are missing esuna's and now we give them 10% of party damage? It is too much to ask for
    What are you on about? Who are these "most people"? AST got gutted because they rework it every expansion, as they clearly have no idea what they want to do with it. What Esunas are healers missing? The vast majority of debuffs can't even be removed anymore.
    (1)

  6. #6
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by PercibelTheren View Post
    What are you on about? Who are these "most people"? AST got gutted because they rework it every expansion, as they clearly have no idea what they want to do with it. What Esunas are healers missing? The vast majority of debuffs can't even be removed anymore.
    AST ShB and EW have more skill expression than WHM.. because you have to understand card system and act fast after drawing random card AND manage people HP

    It is overwhelming for most healers.. I have seen people complaining why RNG is there even in balance perspective
    You can't design RNG job with scripted encounter design with no algorithm that will change how boss behave
    (0)

  7. #7
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,041
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by BabyYoda View Post
    AST ShB and EW have more skill expression than WHM.. because you have to understand card system and act fast after drawing random card AND manage people HP

    It is overwhelming for most healers.. I have seen people complaining why RNG is there even in balance perspective
    You can't design RNG job with scripted encounter design with no algorithm that will change how boss behave
    AST was complained about because it’s excessive APM bloat disguised as complexity, there was no complexity to EW AST it was just a test of horribly bad APM (especially on controller) that heavily punished failure

    Quote Originally Posted by CaptainLagbeard View Post
    Healer pDPS shouldn't be cut, in fact it should be increased.

    But, for making them the dedicated support... Take away the partywide buffs from most DPS... BRD and DNC maybe can keep theirs, since they were intended to be partially support...But Brotherhood, Enbolden, Arcane Circle, Battle Litany, Starry Muse, Mug and Searing Light losing their boost to the raid... And then boosting Divination and Chain Stratagem to like 20% Damage boosts and also giving WHM and SGE something as well to buff damage... Could always give them different flavors of damage boosts, like Haste and Direct Hit chance... Like making WHM's Presence of Mind stronger and raidwide...
    If you buff rDPS then you can easily cut pDPS without much of a change, also buffing pDPS would make the healers way too strong on the damage front
    (0)

  8. #8
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,496
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    If you buff rDPS then you can easily cut pDPS without much of a change, also buffing pDPS would make the healers way too strong on the damage front
    I would say that pDPS wise, they should be at the level of tanks, as they are also a role where supposedly DPS isn't the primary purpose...
    (0)

  9. #9
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,041
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    I would say that pDPS wise, they should be at the level of tanks, as they are also a role where supposedly DPS isn't the primary purpose...
    If they were at the tanks pDPS wise then had strong raid buffs like they currently do then the healers would be doing physical ranged level damage

    The tanks already do DNC/BRD pDPS numbers and we are also suggesting buffing healers rDPS contribution as well
    (0)
    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

  10. #10
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Supersnow845 View Post
    AST was complained about because it’s excessive APM bloat disguised as complexity, there was no complexity to EW AST it was just a test of horribly bad APM (especially on controller) that heavily punished failure



    If you buff rDPS then you can easily cut pDPS without much of a change, also buffing pDPS would make the healers way too strong on the damage front
    I agree APM is a problem.. but think of it as a casual player.. you have to manage:
    1- damage buffs consistently ( currently 1 min or 2 min)
    2- Reactive time mage fantasy.. you have to plan things out.
    3- managing people HP and removing debuff

    Sorry but this is too much for casual players without mentioning APM issue.

    AST have to be gutted or I would rather suggest splitting the job to 2 version one support role and other is time mage healer
    (0)

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