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  1. #9501
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,395
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by LynxDubh View Post
    Rinon made another healer discussion video. A pretty interesting listen.

    https://youtu.be/CTKTLheCCso?si=OKRert5paK-AtasT
    Gave me the impetus to go through my old ideas thread and staple the new DT actions to the end of each design. A couple of adjustments had to be made to make things fit (eg Philosophia needed reworking because I'd give the player 'AOE Kardia' a lot sooner than bloody level 100), but it didn't take all too long

    Wait I forgot about the WHM dash
    (2)

  2. #9502
    Player
    Nyome's Avatar
    Join Date
    Jul 2015
    Posts
    29
    Character
    Nyome Ryback
    World
    Maduin
    Main Class
    White Mage Lv 100
    Saw video. Only comments that concerned me is some, while not a lot, of focus on a concept of a healer DPS rotation. I don't mind a simple rotation but the reason I enjoy healer is because it's a resource management role and wouldn't want a DPS rotation to take away from that identity.
    (0)

  3. #9503
    Player
    Seraphina_Undine's Avatar
    Join Date
    Nov 2017
    Posts
    5
    Character
    Demari Wynter
    World
    Malboro
    Main Class
    Black Mage Lv 100

    Ideas for Healing Job Changes

    I think it would be cool if there was a ground cleanse, or healers can make larger safe spots during certain raid aoe mechanics with their bubbles or some spell or other. They don't have to be required, but the safe spot is harder to get to or something without their ground cleanse.

    I also think healers should interact more with the boss. So for example the boss has a debuff that gives a debuff to the raid, the healer has to cleanse the boss to cleanse the raid. Or the boss puts the group under some kind of mind control and the healer has to break it. Similar to Dun Scaith, or build upon that. When that fight comes up in the roulettes, you have to pay attention regardless of your level or the raid wipes. It keeps people's attention better I think.

    Raid wide bleeds that last longer.

    Healers should get their own markers, like tanks have tank busters, healers could have a requirement to clear it that includes some purify or cleansing spell. We only have one spell for purify, esuna, maybe play around with that to bring a new element to the fights.

    As far as dps rotation goes it would be nice if there were more options for a damage rotation, dot, damage, aoe is pretty boring. Having certain damage spells be available when certain affects are on the gauge would be fun, someone mentioned that. When I cast spell a, it adds a gauge dot and if I cast damage spell it does one effect, if i have 2 dots it does something else, and if i have 3 dots something else. Or having something like the redmage gauge, where you have a heal bar that fills and a damage bar that fills, and you get spells based on how much that gauge is filled. White mage is already this way a little bit, but expand on it.
    (0)

  4. #9504
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,395
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Nyome View Post
    Saw video. Only comments that concerned me is some, while not a lot, of focus on a concept of a healer DPS rotation. I don't mind a simple rotation but the reason I enjoy healer is because it's a resource management role and wouldn't want a DPS rotation to take away from that identity.
    Most would tend to agree, which is why I think most who ask for 'healer DPS rotation' do so under the assumption that it'd be one that is something more akin to what we already had in SB, and not much more. Less 'technical' to execute than any of the Tank rotations (maybe approaching WAR, barely). As an example, WAR has two different 123 combos (one of which involves a buff to 'manage'), a gauge that we can spend on 'big hit', two OGCDs (one 30s, one with 3 charges to burn through), a 60s CD to go into 'use big hit 3 times mode', a BIG hit (Primal Rend), a BIG hit OGCD after spending our 3 big hits (Primal Wrath), a BIG big hit after our first BIG hit (Primal Ruination), and a system wherein spending gauge causes Infuriate (aka 'you get a free use of big hit') to reduce in CD by 5s (so you need to be cognizant of the remaining CD and try to avoid it 'overcapping').

    Contrast this to WHM in DT. Instead of Storm's Eye and the Surging Tempest buff, we have Dia as a 30s DOT. Instead of Storm's Path combo, we have Glare. But these are 123s as WAR, and single actions as WHM (this is fine, I don't think 123 combos on healer solve anything). Our 'Upheaval' is Assize, but we don't have anything that compares to Onslaught (from a damage perspective). Our POM now gives us '3 big hits' with Glare 4, but we don't have Primal Rend, Primal Wrath or Primal Ruination. We don't have a gauge that builds by attacking, a spender like Fell Cleave to dump it on, nor a CD like Infuriate and the CD reduction interplay that it brings. If we added things to WHM, that gave it a kit that effectively mirrors 'WAR, but the 123 combos are replaced by standalone GCDs', that solves a lot of the issue, without making the role too 'complicated' or detracting from the identity of the role as a 'resource management' role IMO

    But the other thing is that a DPS rotation can add to 'resource management' identity, rather than detract. WAR gains a resource (Beast Gauge) by dealing damage, DRK (BlackBlood) GNB (Cartridges) and PLD (Oath Gauge via autoattacking) do too. The issue with healers is that having a resource built ONLY via attacking is a detriment, because in 'pinch' situations where you need to pump healing, you're not attacking and therefore your resource gain rate is stunted. So, the simple solution to this would be to have both damage AND GCD healing actions generate the resource, with GCD healing generating the resource MUCH faster (to make up for the fact you're losing damage, due to the GCD heals not being damage neutral). As an example, I've written about a gauge I'd add to WHM, which would allow you to use a damage-neutral GCD healing action (refunding the lost damage via a refund system akin to Misery), with the following Gauge gain rates:

    Stone/Glare: 1pt
    Aero/Dia: 1pt, plus 1pt per tick (total of 5pt, duration is 12s)
    Water/Banish: 5pt (CD is 15s)
    Holy: 2pt per enemy struck
    Misery: 5pt

    Cure 2: 5pt
    Regen: 4pt, plus 1pt per tick (total of 10pt over the duration)
    Medica 2/3: 3pt per tick (total of 15pt over the duration)
    Cure 3: 10pt

    So, in 'full damage rotation' mode, I estimate you'd gain about 55-60 points of gauge per minute (with the gauge spender being 50pt cost, it has an effective CD of around 1min). But, if you're forced to heal more (eg you're progging and things hurt a lot so you have to use Medica3 a bit more), you'll gain gauge way faster, allowing you more uses of the gauge spender, which allows you to replace damage-losing GCD heals with a damage-neutral one
    (0)

  5. #9505
    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 ForsakenRoe View Post
    Most would tend to agree, which is why I think most who ask for 'healer DPS rotation' do so under the assumption that it'd be one that is something more akin to what we already had in SB, and not much more. Less 'technical' to execute than any of the Tank rotations (maybe approaching WAR, barely).
    snip due to length

    Well, perhaps I'm the odd person out - but regarding that *most would tend to agree*. If by *resource management* Nope- been there, done that- it holds no interest for me, I tolerate it on some jobs here only because they aren't my main. What I find interesting is decision making - finding out whether I should be healing or DPSing at a moment in time, and which specific heal/DPS skill to use/optimize. I am not attracted at all to jobs that make me monitor a gauge spender- although I used to main a job elsewhere where that was a key part of the job design, even when resource management was made very strict, and I had no issues. I would much rather focus on CDs, and skill affects.
    (2)

  6. #9506
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    We do have 21 classes all together for 100, so there may be room to discuss some of them relying less on the gauge resources. Although from my time in Warcraft, the classes tend to rely on RNG procs in addition to short cooldowns as an alternative to create rotation variance. Kind of like how the DNC gets Reverse Cascade and Fountainfall.

    It's been a while, but this is another thing I vaguely remember. They also added some form of real time proc system that checks if you got a proc yet and increases the probability every time you fail to get it. The probability resets back to the original value once you finally get the proc. This was also applied to their personal loot system for PuG groups too. When you start a major fight, I believe they did allow the probability to spike to 100% at first, then it drops down to its original value afterwards.
    (0)

  7. #9507
    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
    There's more than one way to design a job kit aside from purely gauge management.

    Just listing off what I can think of right now, we could have:
    - Rigid sequential rotation
    - Free-form timer juggling
    - Strict cooldown management
    - Resource/gauge management
    - Chance-based proc gameplay

    I don't think every job NEEDS a gauge and SE forcing every job to have a job gauge did more harm than good in the end.
    (2)

  8. #9508
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,843
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aravell View Post
    There's more than one way to design a job kit aside from purely gauge management.

    Just listing off what I can think of right now, we could have:
    - Rigid sequential rotation
    - Free-form timer juggling
    - Strict cooldown management
    - Resource/gauge management
    - Chance-based proc gameplay

    I don't think every job NEEDS a gauge and SE forcing every job to have a job gauge did more harm than good in the end.
    when you design all jobs to be identical, if one has a gauge.. they all will eventually.

    the joy of homogenization... you can have that model T in any colour you want... as long as its black
    (1)
    #FFXIVHEALERSTRIKE

  9. #9509
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,395
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    TBF, some of the 'healer gauges' are... barely a gauge in the first place. WHM's could be replaced with Solace and Rapture being a 'charged action' like Tetra/Benison have charges, with the tooltip text of 'Solace and Rapture share charges, with a recharge time of 20s' and 90% of the function of the Job Gauge is encompassed there. The only thing left would be 'do you have Misery ready'. The suggestion I made above, of a 0-100 gauge on WHM, actually gives it parity with other healers, who have 2 gauge elements (eg SCH has Fey Gauge and Aetherflow, SGE has Addersgall/Addersting, AST has Major/Minor sides of the Arcana Gauge I guess)

    But even with those gauges we have now, some of them are so hollow and devoid of 'function', for example, SCH's Fey Gauge is used on exactly one action. SGE's Addersting is used on exactly one action. The WHM gauge I mentioned above would be used on one action too, but at least it'd be a very cool feeling action (unlike Toxikon), given that it would be a big heal, restore MP, grant access to three very cool looking attacks (Quake Flood and Tornado) and be damage neutral because of it

    But I do agree, not every job 'needs' a gauge. Some of the gauges do feel a bit 'tacked on', eg PLD or WHM. I think it's entirely possible to create a job that doesn't need a gauge, because all of its gameplay is intuitive enough that you don't need this 'control panel' of information reminders about your job's gameplay status. But, SE's set a precedent that 'every job needs to have a gauge, even if their gameplay doesn't really support the existence of one' so here we are
    (3)
    Last edited by ForsakenRoe; 10-27-2024 at 01:55 AM.

  10. #9510
    Player
    Vyrerus's Avatar
    Join Date
    May 2014
    Location
    The Interdimensional Rift
    Posts
    3,600
    Character
    Vicious Zvahl
    World
    Excalibur
    Main Class
    Machinist Lv 100
    Are ya winning son?
    (0)

    (Signature portrait by Amaipetisu)

    "I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore

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