Results 1 to 10 of 11528

Hybrid View

  1. #1
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,420
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    BLM especially is constantly getting hamstrung by the fact that the devs only design for hard mechanics these days is arena wide marathons and they really just don’t seem to know how to actually deal with casters

    It’s like they design every mechanic for melee and tanks which instantly invalidates phys ranged advantage then tries (and often fails) to shove the casters into this design and it just doesn’t work a lot of the time
    But that's just kinda how game design works. Impose a bunch of rules on the player, and then put them in a space that tries to contradict the player, but you actually want the player to succeed so you give them the tools to overcome these contradictions. I think it highlights more a problem with phys ranged than it does casters as there isn't anything in the game that tries to contradict how a physical ranged player plays their job unlike every other role. Physical ranged gameplay does not change if you are close to an enemy or far away, running around or standing still, and that's not good game design. There is no challenge.

    It's also a healer problem as when there isn't any healing for any reason there isn't really a game for healers to play to fall back on.
    (0)
    Last edited by mallleable; 11-18-2024 at 12:48 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,073
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by mallleable View Post
    I think it highlights more a problem with phys ranged than it does casters as there isn't anything in the game that tries to contradict how a physical ranged player plays their job unlike every other role. Physical ranged gameplay does not change if you are close to an enemy or far away, running around or standing still, and that's not good game design. There is no challenge.
    Given that physical ranged is essentially a purposeful opting-out of that conflict... I would think the content solution to Rangers is just to provide too many mechanics for casters and melee to handle losslessly without them, no? Else, you're going to ultimately need to create for Rangers... some form of the very thing they're defined by the lack of.

    We can equally say that casters don't *really* have conflict when their isn't enough damage required (over what would be possible with Rangers or a 3rd/4th Melee), after all.

    Else, it all just turns into cognitive load, with Rangers' cognitive load likely coming from mixing together more angularly sensitive actions with mechanics for which they have priority (whether it be a damage + healing linear AoE action that they'd want to fire from a mechanic, through allies, to the enemy or a target position, a "gauss barrel" that's actually just an acceleration disc that they want to set up in between themselves or a target ally and their target, an AoE with damage loss or damage gain per target hit and something they can use to capitalize upon optimizing around that complexity, or whatever else), having especially high role-breadth (supportive actions the optimization of which would require knowledge of how X other jobs interacts with the fight), or having especially deep rotations.

    Which... would also seem fine, honestly. You can have multiple broad main types of optimization challenges in a single role. We just shouldn't have the likes of say, SMN at its least constrained giving the same value as BLM at its most.
    (0)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,220
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by mallleable View Post
    But that's just kinda how game design works. Impose a bunch of rules on the player, and then put them in a space that tries to contradict the player, but you actually want the player to succeed so you give them the tools to overcome these contradictions. I think it highlights more a problem with phys ranged than it does casters as there isn't anything in the game that tries to contradict how a physical ranged player plays their job unlike every other role. Physical ranged gameplay does not change if you are close to an enemy or far away, running around or standing still, and that's not good game design. There is no challenge.

    It's also a healer problem as when there isn't any healing for any reason there isn't really a game for healers to play to fall back on.
    The problem is there is nothing that contradicts melee or tanks

    The mechanics are being designed around the assumption that the melee roles should be able to solve the mechanic and not the actual downside of their role and that leads to the mechanics heavily biasing large movement which in turn messes up the casters

    When was the last time the melee and the off tank actually really struggled with uptime and had to come up with ludicrous dangerous strats to get uptime……..junction shiva?
    (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

  4. #4
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,420
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The problem is there is nothing that contradicts melee or tanks

    The mechanics are being designed around the assumption that the melee roles should be able to solve the mechanic and not the actual downside of their role and that leads to the mechanics heavily biasing large movement which in turn messes up the casters

    When was the last time the melee and the off tank actually really struggled with uptime and had to come up with ludicrous dangerous strats to get uptime……..junction shiva?
    I did say tries to contradict, I don't think anyone wants to prevent casters or melee from being able to play their jobs. Forcing melees away from an enemy out of max melee range for any period of time -- even just one GCD, is a contradiction of their playstyle. But forcing melees away from an enemy for such extended periods of time to where there are unable to functionally play their job is just as bad as giving melees completely free uptime like in Endwalker. It's a balance, and I think Dawntrail fights have struck a better balance for melees. Same thing for casters, and having to move, and its why casters are given instant spells, why slide casting exists, and why there are 'holes' in mechanics that casters can exploit to minimize movement.

    It's just, like, how games are designed. We want a push, and pull between players, and the game, and not for things to be one-sided in either direction. Even the most 'brutally difficult' games try to maintain this balance unless they're trying to make some kind of artistic statement which I don't think XIV is.
    (0)

  5. #5
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,220
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by mallleable View Post
    I did say tries to contradict, I don't think anyone wants to prevent casters or melee from being able to play their jobs. Forcing melees away from an enemy out of max melee range for any period of time -- even just one GCD, is a contradiction of their playstyle. But forcing melees away from an enemy for such extended periods of time to where there are unable to functionally play their job is just as bad as giving melees completely free uptime like in Endwalker. It's a balance, and I think Dawntrail fights have struck a better balance for melees. Same thing for casters, and having to move, and its why casters are given instant spells, why slide casting exists, and why there are 'holes' in mechanics that casters can exploit to minimize movement.

    It's just, like, how games are designed. We want a push, and pull between players, and the game, and not for things to be one-sided in either direction. Even the most 'brutally difficult' games try to maintain this balance unless they're trying to make some kind of artistic statement which I don't think XIV is.
    But for casters removing their casts and giving them instants as compensation is basically the same thing as forcing melee out for extended periods of time

    I’m playing a caster because I want to cast
    (2)
    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

  6. #6
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,420
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    But for casters removing their casts and giving them instants as compensation is basically the same thing as forcing melee out for extended periods of time

    I’m playing a caster because I want to cast
    Is it really though? A spell with cast time of 0 seconds is still is still a spell, right-? Cast times can go in either direction except for negative numbers, but zero is a valid number. I don't think instant spells or abilities to remove cast times are going away or should be removed. Saying casters should only cast only constricts fight design, and mage design even further, and is just a very Sylphie mindset to have about mages.
    (0)

  7. #7
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,342
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by mallleable View Post
    Is it really though? A spell with cast time of 0 seconds is still is still a spell, right-? Cast times can go in either direction except for negative numbers, but zero is a valid number. I don't think instant spells or abilities to remove cast times are going away or should be removed. Saying casters should only cast only constricts fight design, and mage design even further, and is just a very Sylphie mindset to have about mages.
    The last thing I want to see is turning mages into sparkly archer when we have traditional archer. Blizzard spells are... Ice Arrows. Fire spells are... Fire Arrows. Bio spells are... Poison Arrows.

    That's not a mage/caster. That's a skin (VFX) on an archer lol.

    EDIT: That's how we ended up with 3-4cast/minute SMN Lmao.
    (0)
    Last edited by Rein_eon_Osborne; 11-18-2024 at 07:58 PM.

    "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."

  8. #8
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,420
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    The last thing I want to see is turning mages into sparkly archer when we have traditional archer. Blizzard spells are... Ice Arrows. Fire spells are... Fire Arrows. Bio spells are... Poison Arrows.

    That's not a mage/caster. That's a skin (VFX) on an archer lol.
    Funny you mention archer because I've been begging for a while now to give BRD, and MCH walking casts like they do in PVP. They feel like a good aiming mechanic, and I don't think having all instant ranged GCDs works for physical ranged.

    But this is a healer thread so uhh healers are still kinda bad, please fix.
    (2)

  9. #9
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,195
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by mallleable View Post
    A spell with cast time of 0 seconds is still is still a spell, right-?
    In a game that almost never cares about damage types, an offensive spell with no cast time is functionally the same as a ranged weaponskill.

    A non-zero cast time is just about the only readily-available avenue left to meaningfully differentiate "mage" and "spell" from all the weapon-wielding jobs and actions.

    (Unless you think buffs that make a distinction between healing spells and healing actions to be meaningful and not clunk.)
    (0)

  10. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,673
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    In a game that almost never cares about damage types, an offensive spell with no cast time is functionally the same as a ranged weaponskill.

    A non-zero cast time is just about the only readily-available avenue left to meaningfully differentiate "mage" and "spell" from all the weapon-wielding jobs and actions.

    (Unless you think buffs that make a distinction between healing spells and healing actions to be meaningful and not clunk.)
    The distinction between 'zero-cast-time spell' and 'ranged weaponskill' effectively boils down to 'does it break through the Physical Stoneskin or the Magical Stoneskin of Cloud of Darkness in WOD' ever since they removed things like 'Brotherhood affects Physical damage only' or 'Contagion affects Magical damage only', or my personal favourite, 'Embolden affects Physical damage only, except for the RDM who used it, in which case it affects their Magic damage only (even though they have Physical damage actions in their kit)'

    The difference between an action that buffs 'healing magic' and one that buffs 'healing actions' is an annoying quirk of how the tooltips are worded, but I wouldn't call it clunk per se, I think it's fine to keep but it could definitely do with a better tutorial/explanation about the difference between 'healing magic' and 'healing actions'
    (0)