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  1. #10151
    Player
    Dante131's Avatar
    Join Date
    Sep 2020
    Posts
    277
    Character
    Dante Ameliev
    World
    Raiden
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Merrigan View Post
    I was thinking more along the lines of replacing abilities with AOE / Solo abilities depending on your cycle. Once again, it's just an idea. Lilys depends on the number of heal you're making with certain abilities, it's not really the same thing. The ability in itself is... Frustrating, 'cause of the overheal it generates.

    But otherwise, Supersnow is right: the same logic can be applied to dps. Hey, why have such a long DRG rotation? Might as well restrict it to a single button, eh
    you would be shocked how many people wants a feature from SE which let them put the rota to 1 button and people already using nono tools for it
    (0)

  2. #10152
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,661
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Once again we circle back to the obvious solution: Have 111 be balanced via potency tuning to deal the vast majority of the damage output of the job, and have additional rotational complexities available for a miniscule potency gain for those who want to use it. Once again, I give this example for SCH:

    Broil: 340p
    Biolysis: 370p (30s)
    Miasmalysis: 360p (24s)
    Shadowflare: 350p (15s, AOE)

    With this, pressing 111 and ignoring the DOTs entirely would be 99% of the damage output of the current DT SCH (and that's including the DOT in the DT version, so this would be even more 'casual friendly'), and it'd also be 98% of the effectiveness of playing the above potencies and perfectly refreshing every DOT on time, every time. Not a single piece of content would be locked off (DPS check-wise) from a player who chooses to 111 their way through the game, even Ultimates would remain just as clearable as they are now.

    As long as additional actions are made to be a very low gain vs their respective 'filler' actions, they can safely be 'ignored' by anyone who just wants to play the game and is not interested in optimization. But for those players who DO want to optimize as much as possible, the additional actions would provide extra gameplay decisions. For example, say WHM has a new action called Banish 3, with a potency of 380 (40p more than Glare 3), and a CD of 15s. Ignoring this action when it's ready and using a Glare instead, is functionally an average loss of 6.66p per GCD, completely inconsequential in terms of 'beating the enrage timer'. But, holding onto the action for a couple GCDs, incurring that 6.66p penalty on purpose, and then being able to use Banish as a mobility action where you'd otherwise be forced to use an early Dia refresh (which currently deals a mere 75p), results in the loss of holding the action turning into a massive gain

    Quote Originally Posted by Dante131 View Post
    Nothing stops you from putting on another Job Stone in the overworld, right? Actually, isn’t the fact that the WoL can use all classes what makes them so powerful? So, outside of duties, there’s really nothing forcing you to spam Glare or am I misunderstanding something?
    Not everyone wants to level a second Job, just to avoid 'pressing my damage rotation in overworld content is boring'
    (2)

  3. #10153
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,526
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Dante131 View Post
    Nothing stops you from putting on another Job Stone in the overworld, right? Actually, isn’t the fact that the WoL can use all classes what makes them so powerful? So, outside of duties, there’s really nothing forcing you to spam Glare or am I misunderstanding something?
    Outside having to level another job, not really. The writing doesn't suggest the WoL can use all classes in the actual story though, as much as the inaccurate opening movies try to.
    There's also no current job that plays the same way the healer jobs had in the past/potentially could, though.
    (0)

  4. #10154
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,212
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Azurarok View Post
    Outside having to level another job, not really. The writing doesn't suggest the WoL can use all classes in the actual story though, as much as the inaccurate opening movies try to.
    There's also no current job that plays the same way the healer jobs had in the past/potentially could, though.
    There is definitely in game representation we can play many jobs because certain NPC’s will respond to you in different ways if you play a job based on quests they were in and they all mention that you obtain abilities via a soul crystal and people comment you have more than one
    (1)
    Last edited by Supersnow845; 01-15-2025 at 12:24 AM.
    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

  5. #10155
    Player
    Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    856
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Supersnow845 View Post
    You are right how do the DPS and the tanks manage to be somewhat engaging when mashing more than one button is basically the same as mashing one button
    The main difference between Healers and tanks is how fast, and frequent the mitigation windows happen. The fights are very well engineered to have the mit windows at specific points of the fight. If Tank had to mitigate at all times then the balance of mit spells vs attack spells would skew. In any case, Healers do have to heal a lot more often and thus have more tools to heal.

    "For example, if we want to make healers classes that MUST dps, let's create synergies between heal cycles and dps cycles."
    Not sure what synergy means for you and in which context but this lowkey exists already in the game. It is however tied to the burst window which happens at 2 minutes. it's the time when you have to press more than just glare.
    (0)

  6. #10156
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,212
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kohashi View Post
    The main difference between Healers and tanks is how fast, and frequent the mitigation windows happen. The fights are very well engineered to have the mit windows at specific points of the fight. If Tank had to mitigate at all times then the balance of mit spells vs attack spells would skew. In any case, Healers do have to heal a lot more often and thus have more tools to heal.

    "For example, if we want to make healers classes that MUST dps, let's create synergies between heal cycles and dps cycles."
    Not sure what synergy means for you and in which context but this lowkey exists already in the game. It is however tied to the burst window which happens at 2 minutes. it's the time when you have to press more than just glare.
    I’m sorry what?

    Healing cycles and DPS cycles synergy does not remotely mean “when you press your 1 different button in the 2 minute window you also will likely be healing a slightly harder to heal mechanic” (and I’m not even the one who wrote that) it’s means actually having a form of synergy between your healing an DPS kit because right now they are totally disconnected

    As for tank mitigation you heal more than a tank mitigates but not remotely to the degree that there exists imbalance within the class kits. Healers don’t even need half the heals they have. Healer don’t need anywhere near as many healing buttons as they have
    (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

  7. #10157
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,526
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Supersnow845 View Post
    There is definitely in game representation we can play many jobs because certain NPC’s will respond to you in different ways if you play a job based on quests they were in and they all mention that you obtain abilities via a soul crystal and people comment you have more than one
    That's what I mean. The dialogue adjusts itself based on what jobs you do have unlocked, which means the story doesn't hinge on you having all those jobs. You'd still be the WoL even if the only job stone you have is WHM's.
    (0)

  8. #10158
    Player
    Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    856
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I’m sorry what?

    Healing cycles and DPS cycles synergy does not remotely mean “when you press your 1 different button in the 2 minute window you also will likely be healing a slightly harder to heal mechanic” (and I’m not even the one who wrote that) it’s means actually having a form of synergy between your healing an DPS kit because right now they are totally disconnected

    As for tank mitigation you heal more than a tank mitigates but not remotely to the degree that there exists imbalance within the class kits. Healers don’t even need half the heals they have. Healer don’t need anywhere near as many healing buttons as they have
    in case you needed to have it pointed out, the second part was NOT addressed to you, only the first regarding tanks and healers.

    Also, the healing is not exclusively for tanks and when they take damage but for the entire party. Sure, perhaps the entire kit is not needed when everyone plays optimally and they make little to no mistakes but hardly anyone fits that except a very small minority.

    I'm not sure what content you do and which difficulty but the last time I checked, I wiped to PF UR 3 times in a row because people kept on fumbling. Mind you, this is the easiest UR ever too which adds to the hilarity of the situation. Also, this case is not like an outlier, every single week re-clears for savage have been a nightmare. Maybe I am just talking rubbish and I am just unlucky..lol
    (0)

  9. #10159
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,063
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Regarding the argument of healer vs tank damage:

    If the displayed damage gap between healer and tank in other games is 30-40% but their healers also operate under the principle of expected damage loss due to spending actions on healing instead of damage, that would logically put them much closer in damage output than people think.

    If let's say a healer in another game has the opportunity to spend 95% of their actions on their damage spells, that would probably put them much closer to the tank in terms of output.

    Meanwhile, healers in XIV just arbitrarily do less damage than tanks for no discernible reason even though they both use a large majority of their GCDs on damage and most of their role responsibilities are done through damage-neutral means.

    Most people try and argue that tanks do more damage because they have to keep aggro, but that's a weak reasoning because they could very easily just boost tank stance aggro generation by 20% after reducing damage output by 20% (example).

    It's important to note that doing damage isn't stated to be the main role of either healers or tanks, so why do tanks just get special treatment with a fleshed out damage rotation and higher output?
    (6)

  10. #10160
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,260
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    I feel like the argument of wanting to have higher tank damage to keep aggro also falls flat when today's tank stance exists. Not to mention the recent addition to their AoE attacks which... idk. Do tanks even need that? I guess if you /<emote> more in dungeon than actually doing combat actions then... yeah. Lol.

    Both instances shows that they certainly do not need that higher damage to keep a stable enmity.
    (0)

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