Funny how you mentioned that. I haven't done any hardcore raiding in ages. Last time was during WotLK. So many of the fights had these kind of mechanics and they were so fun, albeit a bit frustrating sometimes, I'd love to have encounters like that in this game.I find this FAR more interesting than " just hit boss and dodge mechanics". There's only so many AOEs, puddles, lasers, etc that a game can throw at me before I'll just say "screw it" and walk away. it's not enjoyable after a certain point. However, throw me into a beautifully designed dungeon, with an encounter that takes some knowledge of the boss and my skills- that is far more interesting.
As a simple example- it could be phases where attacking the boss with certain skills will kill me due to reflect that type of damage (like magic), or specific debuffs that require a healer to remove or the party gets wiped. It could get more complex in higher difficulty encounters. The point is that it's more interesting that just playing the "Simon says" or "dodge the bullet" type of encounters.
Mao has much troubles with that fight but that mostly because Mao is old and has Parkinson's Disease. Also, Mao hates fights where Mao is nots Mao. If Mao wanted to be nots Mao then Mao would has made character whats nots Mao.
Nah they want daily log in reward. Lol.
/s
"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."
Truth is, there is no topic of conversation currently that will go over well.I just don't know where the comfortable middle-ground lies to make sure casuals remain welcomed while hardcore is kept enticed, especially when everyone's idea of "engaging" might differ from someone else. You can ask 10 different people here what they want and get 11 different answers.
Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
Make story encounters challenging, casuals struggle.
Make content catering to casual base, casuals want more, hardcore base complains
Make savage or ultimate encounters, casual complains..
The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
I watched the PLL finally (in Japanese). It didn't seem YoshiP is aware of the problems DT has (or just wanting to ignore them).
It would really help him if he just says "I hear your complaints and I need to think through them, but you won't be ignored" or something of the like.
Just an acknowledgement would help.
No, the only metric being "engagement metrics" is an oversimplification. That is not the "rule of MMOs". If it was that simple, then you could have drag any virtually anyone off the street and -voila- here is how your game is doing, this is precisely what needs to be done in order to make more money, and keep doing more money, for the amount of time that the company wants to make money.Truth is, there is no topic of conversation currently that will go over well.
Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
Make story encounters challenging, casuals struggle.
Make content catering to casual base, casuals want more, hardcore base complains
Make savage or ultimate encounters, casual complains..
The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
People in "marketing" (and technically- I work in the Marketing division) routinely get feedback from different segments and their interests have to be reviewed and balanced - however that doesn't mean that each segment needs to be weighted equally. Square could decide (for example) that casuals are >>> the very hardcore if that fits their business model . It would then be more helpful if instead of promising they will do it "one day"- they explain that going forwards, the game direction will be more casual/mid- this way the very hardcore aren't misled.
“Lose a lot of casuals in PF”Truth is, there is no topic of conversation currently that will go over well.
Make healer role more complex (rewarding gameplay) etc, and you lose alot of casuals in PF.
Make story encounters challenging, casuals struggle.
Make content catering to casual base, casuals want more, hardcore base complains
Make savage or ultimate encounters, casual complains..
The only metric that generally matters, is engagement numbers. That is the rule of law of MMOs regardless of what anyone wants. They can sprinkle content here and there for everyone and thats about it.
Where
The healer role is deader than dead in PF and phys ranged isn’t doing any better
You can’t kill what’s already dead
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
never happen.I watched the PLL finally (in Japanese). It didn't seem YoshiP is aware of the problems DT has (or just wanting to ignore them).
It would really help him if he just says "I hear your complaints and I need to think through them, but you won't be ignored" or something of the like.
Just an acknowledgement would help.
He would never imply any issues that would involve throwing a team or two under the bus
#FFXIVHEALERSTRIKE
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