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  1. #9331
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    We actually do have a way to allow pure healers a chance to handle huge damage spikes while at the same time not use shields and mitigations. We use an ability to raise the target(s') maximum HP and increase the healing they receive from healing GCD (and maybe oGCD too) spells. It exists in the game already, except on the "wrong class" SCH through Protraction.

    Possibly gives this to the WHM instead and make a party wide version with charges that take 60 - 120 seconds to regain one. If we go by ForsakenRoe's ideas, SGE would get the best version if they are on the deepest end of the pure healer spectrum. The current WHM is the best class to utilize such a boost to GCD healing spells due to the presence of the lily spells being needed to get Afflatus Misery juiced up. This could make a regen healer (Warcraft Druid comes to mind) pretty strong too with their HoTs ticking for more healing on a high Max HP ally.
    (0)

  2. #9332
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Tigore View Post
    We actually do have a way to allow pure healers a chance to handle huge damage spikes while at the same time not use shields and mitigations. We use an ability to raise the target(s') maximum HP and increase the healing they receive from healing GCD (and maybe oGCD too) spells. It exists in the game already, except on the "wrong class" SCH through Protraction.

    Possibly gives this to the WHM instead and make a party wide version with charges that take 60 - 120 seconds to regain one. If we go by ForsakenRoe's ideas, SGE would get the best version if they are on the deepest end of the pure healer spectrum. The current WHM is the best class to utilize such a boost to GCD healing spells due to the presence of the lily spells being needed to get Afflatus Misery juiced up. This could make a regen healer (Warcraft Druid comes to mind) pretty strong too with their HoTs ticking for more healing on a high Max HP ally.
    Perhaps a it could be added as a bonus effect for Plenary (if given to WHM), since that already increases how much healing you're doing, it'd synergise with this new effect of 'also your Max HP is increased'?
    (1)

  3. #9333
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    Yeah. That could work. Divine Benison and Protraction could probably have their effects swapped with each other to get the single target versions.
    (0)

  4. #9334
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Also, seems a bit tonedeaf to say to players who play an MMO, a genre known for 'players invest a lot of time into their chosen game', to simply up sticks and move to another one. Especially when the one they've invested time into, had what they desired already. That's why they invested the time in the first place. Do you think I'd have spent several thousand hours on this game, if my whole journey was as 'enjoyable' as how it's been with Dawntrail so far?
    It had what you desired.

    It no longer does.

    SE is showing no interest in bringing it back despite pages of feedback.

    What do you gain by refusing to try other games that might currently have something you would enjoy? It's not like I was saying "quit FFXIV". I was saying try others to see if you get a better healing experience. It is possible to play 2 MMORPGs at the same time. There are a lot of players already doing that. There are parts of each game they enjoy. Perhaps you'll find your healing itch getting scratched by one of the others while you also continue to play FFXIV for what you still enjoy about it.
    (2)

  5. #9335
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    I don't think ForsakenRoe is refusing to play other games per say. She posted how empowered spell casting worked from the direct competitor Warcraft. I didn't even know about it beforehand since I am actually unsubscribed from Warcraft ever since the Shadowlands expansion. There comes a point where the second chances we give to a company start to dwindle too. I had decided to not get into the Dragonflight expansion hype for the first time. The news I heard seem to be mixed overall. The art teams are still trying really hard, but the story is still faltering on some spots. The gameplay is still largely similar where harder grouped raiding has a very high focus with lower levels of casual content still hitting the back burner. The Heroic queue (equivalent to Expert 4 man) is probably still there, but the rewards were trash compared to the solo world quests.

    I used to be in the harder raiding groups from Warcraft, but most of my friends left. I was wanting the Heroic queues and Mythic Zeros to mean something with the few friends left. The story needed massive upgrading too since it was clear some characters were Blizz favourites despite other characters deserving some spotlight love. I think the FF14 fans here can understand that sentiment with Wuk Lamat shoving Krile and Erenville away from the spotlight, right?
    (15)

  6. #9336
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    After reading through some of these this sounds sort of like some of this is related to the fact that people really don't need healing in this style of game. The more skilled the players generally get, the less healing they need, and the more the healer gets stuck spamming their DPS keys. So having a healer strike is kind of like begging for more stupid people that get hit by mechanics. Except the game actively teaches people to avoid these mechanics or gives them debuffs that render healing pointless after a while.

    Also, alternative sources of healing exist in the game in terms of skills on other jobs, which is basically like the single player game problem where people can buy dozens of potions. Ironically, they sort of thought of this and made potions that heal useless at end game, but why does that matter if I literally got a free potion via skill through second wind and then also have bloodbath? As a dps we have a magical, often forgotten ability called "DODGE THE FREAKING ATTACK!" that seems to be forgotten in M3S for some reason, and if someone is dodging things, they never need healing from a third party because they can self heal often enough to not need the help.

    And the third problem is that the fights that render the self healing useless do it in the most boring and least organic way possible. They just spam bleeds to neutralize the healing from players, or spam the living hell out of AOE skills that are unavoidable and take out huge chunks of HP.
    (2)

  7. #9337
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    You gotta love the DPS mains who start playing healer for the quick queues and easy PF spots, and act like they're king of the world because of it.
    I just tried to make an M4S group. we finally filled, and started picking our positions. Scholar takes H1, but White Mage doesn't move at all. We're waiting for a minute or so before White Mage just leaves out of nowhere. Scholar leaves too, but I don't blame him given what happens next.
    White Mage joins back in a minute later, and goes "Sorry, had to prove a point." I won't give the play by play, but essentially he said that he left because Regen Healer always takes H1, and the Scholar needed to "Learn his place"
    Instant Blacklist. I'd rather wait another 20 minutes for two more healers to show up than help someone like that get a clear. (everyone else left after, so I'll get my clear later today, but you get the idea.)
    I'd at least **MAYBE** understand if it was the tanks fighting over Main Tank and Off Tank; there's at least some mechanical difference. For healers, it's literally just whether you go left or right.

    Add this to the list of reasons why this strike exists. A true healer main would be a better team player who can adapt better. If/When we get some good changes to the role, all the skilled players will start coming back to the role.
    (6)

  8. #9338
    Player
    Hazama999's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    635
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    Quote Originally Posted by Colt47 View Post
    And the third problem is that the fights that render the self healing useless do it in the most boring and least organic way possible. They just spam bleeds to neutralize the healing from players, or spam the living hell out of AOE skills that are unavoidable and take out huge chunks of HP.
    At base, healing has never been interesting in this game, in my opinion.

    Well, that's not very charitable... Let's just say it's never been that interesting. With the caveat that this is just my perspective on it as a doctor, the mentally stimulating part of healing comes from identifying the cause or causes of the issue and addressing them as necessary. Of course, I'm really stretching the comparison here since irl medicine has infinitely more factors to deal with that go into the art of it. That said, the part that is prime for "gamification" is exactly "identify and react." The issue as I see it is that the developers have whittled down the concept to the very dichotomy of "number go down, make it go up." This, to be honest, is just... very boring design. I know that, ultimately, what determines whether you're alive or dead really does come down to you either having 1HP or 0, but it is the how you get there, and how you deal with it, and the dynamic between the two, that has to be interesting. Right now, neither are quite there. The problem with this is that it would likely involve major changes to how damage is dealt to you and the party. This could possibly mean an upending on the whole damage system, and that's... very unlikely to occur.

    We have been at this for more than 10 years now. SE has built a good amount of momentum when it comes to heal design, and it shows no signs of stopping or changing its trajectory... so while I don't want to be all doom-and-gloom, well... I would recommend setting your expectations low. I know mine have been for quite some time now.
    (1)


    PGY-3 Family Medicine resident.
    Constantly learning.

    Signature art by @simanokoB on Twitter. Thank you!

  9. #9339
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    543
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    You know, seeing real world medicine mentioned, I'd love to see a damage/healing system based on that. I don't know how it would work, I don't know if I'd enjoy it if it did exist, but I would still be interested to see it tried.
    (0)

  10. #9340
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Hazama999 View Post
    At base, healing has never been interesting in this game, in my opinion.

    Well, that's not very charitable... Let's just say it's never been that interesting. With the caveat that this is just my perspective on it as a doctor, the mentally stimulating part of healing comes from identifying the cause or causes of the issue and addressing them as necessary. Of course, I'm really stretching the comparison here since irl medicine has infinitely more factors to deal with that go into the art of it. That said, the part that is prime for "gamification" is exactly "identify and react." The issue as I see it is that the developers have whittled down the concept to the very dichotomy of "number go down, make it go up." This, to be honest, is just... very boring design. I know that, ultimately, what determines whether you're alive or dead really does come down to you either having 1HP or 0, but it is the how you get there, and how you deal with it, and the dynamic between the two, that has to be interesting. Right now, neither are quite there. The problem with this is that it would likely involve major changes to how damage is dealt to you and the party. This could possibly mean an upending on the whole damage system, and that's... very unlikely to occur.

    We have been at this for more than 10 years now. SE has built a good amount of momentum when it comes to heal design, and it shows no signs of stopping or changing its trajectory... so while I don't want to be all doom-and-gloom, well... I would recommend setting your expectations low. I know mine have been for quite some time now.
    I'd say that your comparison, while interesting, is setting the bar a bit too high it's really stretching the comparison.

    However, your comment about "number go down, make it go up." does reflect what I would expect if someone was designing a healer from someone who doesn't main a healer, which I understand to be the case here. It come from a much different, and even more self-centered perspective i.e. the recipient of healing who is far more concerned that the healer is going to let them die, or who has one too many let them die.

    My own perspective is that healing gets interesting when I have choices, and when I have decisions to make. I don't find that designing jobs for the lowest common denominator, and removing skills on the premise that people can't make decisions to be particularly motivating.
    (2)

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