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  1. #1
    Player
    Lorika's Avatar
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    May 2024
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    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Then again, i said nerf, not nerfing to the ground
    Since Shake it off was took an exemple, just revert back to the way it was at the start : without the group heal.
    Remove the level 94 boost of Second wind, make some CD longer, remove some potency, remove some stack.

    Make the skills still usefull, but less powerfull.

    I mean, right now, eveyrthing is done for transforming FFXIV into GWXIV
    (0)

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,699
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lorika View Post
    Then again, i said nerf, not nerfing to the ground
    Since Shake it off was took an exemple, just revert back to the way it was at the start : without the group heal.
    Remove the level 94 boost of Second wind, make some CD longer, remove some potency, remove some stack.

    Make the skills still usefull, but less powerfull.

    I mean, right now, eveyrthing is done for transforming FFXIV into GWXIV
    Nerfing the regen off shake it off would do nothing to change the nature of the skill for example

    That’s the problem here, damage is already so low that tanks and DPS having ANYTHING is going to immediately infringe on the healers

    The only thing that would be “enough” to fix the healers with the current damage output is to delete everything off the non healers. Even with no regen (or even upfront heal) on SIO that’s one less GCD heal or mitigation the healer has to apply and with how little damage comes out that’s just less actions for the healer
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  3. #3
    Player
    Absurdity's Avatar
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    Feb 2018
    Posts
    3,044
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Nerfing the regen off shake it off would do nothing to change the nature of the skill for example

    That’s the problem here, damage is already so low that tanks and DPS having ANYTHING is going to immediately infringe on the healers

    The only thing that would be “enough” to fix the healers with the current damage output is to delete everything off the non healers. Even with no regen (or even upfront heal) on SIO that’s one less GCD heal or mitigation the healer has to apply and with how little damage comes out that’s just less actions for the healer
    I wouldn't call the damage "low", if it were actually low you wouldn't need things like SiO, Reprisal, Addle, Feint or Shield Samba to get through raid wide AoEs without someone kissing the ground.

    I would call it "too infrequent" because once you've made sure to survive the AoE in the first place there is nothing else happening for a good minute.
    (1)

  4. #4
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Absurdity View Post
    I wouldn't call the damage "low", if it were actually low you wouldn't need things like SiO, Reprisal, Addle, Feint or Shield Samba to get through raid wide AoEs without someone kissing the ground.

    I would call it "too infrequent" because once you've made sure to survive the AoE in the first place there is nothing else happening for a good minute.
    Which is bizarre, because occasionally they have a flash of design where they do 'small damage amounts, but very fast' like Barb EX, but so often they seem to end up just falling back to the tried-and-tested (and thoroughly worn out at this point) design of 'raidwide damage hits you for 115% of your Max HP (forcing you to use multiple mitigations to barely survive it), then nothing really happens for another 30s'. Like, look at M4S, after the second big raidwide (the Wrath of Zeus after the Witch Hunt stomps), which happens at 1:40ish into the fight, you have until 2:15 before the spread/stack damage of 'stand in the safe corner for Electrope Edge' hits you. That's 35s of the boss doing nothing but autoattacks vs the MainTank, and channelling random castbars which don't do damage, instead only setting up aspects of the mechanic (eg Electrope Edge summons the cubes in the corners, Witchgleam is the lines toward the cubes that we can simply avoid standing in, etc), but during this time even the MT isn't taking damage because the boss is busy casting.

    They should consider having bosses have an invisible add that handles doing the autoattacks, such that when the boss starts a castbar it doesn't stop autoattacking the MT for 5 seconds at a time. I remember P3S had such a thing, where whoever was 2nd on threat would get autoattacked by the little black orb thingys while #1 on threat would get attacked by the main boss, so it'd be something similar to that
    (1)
    Last edited by ForsakenRoe; 01-05-2025 at 12:35 AM.

  5. #5
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
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    3,044
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    They should consider having bosses have an invisible add that handles doing the autoattacks, such that when the boss starts a castbar it doesn't stop autoattacking the MT for 5 seconds at a time. I remember P3S had such a thing, where whoever was 2nd on threat would get autoattacked by the little black orb thingys while #1 on threat would get attacked by the main boss, so it'd be something similar to that
    That would certainly help at least a bit. You can see glimpses of it in M4S phase 2 where there are actually longer stretches of the boss just auto attacking both tanks and them actually dropping quite a bit.
    Granted it's still pretty easy to handle with things like Bloodwhetting and Rampart completely free to use on autos (since you never need the latter for the buster), but that's more than the rest of the fight asks of you.
    (0)
    Last edited by Absurdity; 01-09-2025 at 07:02 PM.

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
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    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Absurdity View Post
    That would certainly help at least a bit. You can see glimpses of it in M4S phase 2 where there are actually longer stretches of the boss just auto attacking both tanks and them actually dropping quite a bit.
    Granted it's still pretty easy to handle with things like Bloodwhetting and Rampart completely free to use on autos (since you never need the latter for the buster), but that's more than the rest of the fight asks of you.
    Yeh, one part that comes to mind is during Chain Lightning, where the boss stops autoattacking to 'cast' Chain Lightning to start the telegraphing process, but while the 8 jumps are revealing where each safespot will be, she's autoattacking. One of the few times where micromanaging the faerie's position as a SCH feels rewarding (moving it into range to Fey Union the tank for that part)
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  7. #7
    Player
    Capstone's Avatar
    Join Date
    May 2022
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    50
    Character
    Cap Stone
    World
    Faerie
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    They should consider having bosses have an invisible add that handles doing the autoattacks, such that when the boss starts a castbar it doesn't stop autoattacking the MT for 5 seconds at a time.
    Good old UCOB.
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lorika View Post
    Then again, i said nerf, not nerfing to the ground
    Then you'd add maybe... 1 AoE heal per average minute, if that -- so, maybe up to 4% fewer casts spent just on Broil? Which is negligible.

    1. Since Shake it off was took an exemple, just revert back to the way it was at the start : without the group heal.
    The majority of its strength is still the initial mit.

    2. Remove the level 94 boost of Second wind
    Given Maim and Mend, this amounts to less than a Cure per fight.

    3. make some CD longer
    Then you run the risk of making it not an available tool at all against many sequences of attacks, which effectively removes its engagement. These matters quantize.

    4. remove some potency
    See #2.

    5. remove some stack
    I'm guessing you mean charges, as none have stacks. See #3.


    You've noted that others have focused too much on messing with outlying opportunities instead of dealing with the simple, core issues, but you're doing the same thing here yourself. There's not enough sustain among the tools you aim to nerf, even if you were to remove them outright, to --in forcing that healing from healers instead-- reduce healers' portion of uptime spent on spammy or on-CD attacks to below some two-thirds in a typical fight.

    So you will have have further homogenized and simplified gameplay among many non-healers... only to make a clearly insufficient difference, if any, among healers.
    (1)
    Last edited by Shurrikhan; 01-02-2025 at 05:46 PM.

  9. #9
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    @ Lorika

    I understand that you want the simplest solution possible so the healers are fixed quickly. Our problems are more deep rooted than the WAR taking our role though.

    The relative damage thrown out to the parties obeying dance mechs still feels like it's barely over what occured for ARR and Heavensward. We have more dance mechs, yes, but the damage they deal to the party is "not reliable" so to speak. The goal is to take zero damage from them still. We probably have double to triple the healing output we did compared to ARR as well.

    We can still keep some dance mechs. I understand they are there to hold everyone accountable for paying attention the best they can... With some forgiveness for first timers and lag. The Devs may need to take notes from the trial perma DoT, the multi hit tank buster in our current Savage and the level 95 final dungeon boss. More damage needs to be unavoidable if they want us to use the higher healing power given to us.

    Since Max HP is currently capping how we can do this, they may need other methods to bypass this like multi hits, raising Max HP and using special mechs like Roe's Aetherblight. Maybe even use debuff enfeeblements when we are in a fight that shrinks us as an example. A certain boss in the World of Darkness Alliance Raid comes to mind here >.>
    (0)

  10. #10
    Player
    Lorika's Avatar
    Join Date
    May 2024
    Posts
    385
    Character
    Kaeline Artelus
    World
    Phantom
    Main Class
    Gunbreaker Lv 74
    Quote Originally Posted by Tigore View Post
    A certain boss in the World of Darkness Alliance Raid comes to mind here >.>
    Getting belly is the most fun part of this raid
    And you get a damage down debuff when you are under Mini
    (0)