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  1. #1
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    It looked like Roe was giving evidence and details that she wants to make sure both the healer and damage kits are fun for our FF14 healers. If the Devs actually made it like "old WoW", we basically switch from Glare spam to Cure / Cure 2 spam >.> Back to square 1 with 1 button spam.
    (2)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,370
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Tigore View Post
    It looked like Roe was giving evidence and details that she wants to make sure both the healer and damage kits are fun for our FF14 healers.
    Yes, mostly this, but I'm also very cautious/worried/etc. that increasing the amount of healing required, could have negative repercussions for certain skill levels of players. Missing some GCDs of damage means you clear the dungeon slower. Missing some GCDs of healing could lead to a wipe. Additionally, the amount of 'increase to healing required', required to make 'healing an EX roulette' engaging, would vary heavily between players. I've done Ultimates, so the factor by which healing pressure would have to increase, to make me engaged in an EX roulette, would be higher than some other players who have not done Ultimates. So, does the increase cater to those players, leaving someone like me unsatisfied (and therefore isn't a 'solution' for a section of the playerbase, because the problem still remains)? Or does it cater to someone like me, and those players who are less hardcore are now unable to clear even the most basic content?

    I think that this shows, 'increase healing requirements' can be a factor in changing the design to make the Healer role more engaging, but it can't be the only factor. Too many variables can cause the 'solution's effect' to be lessened or removed entirely. For example, if I go into EX roulette, get the new dungeon, and I'm Minimum Item Level to get in for whatever reason, it might be a hard won victory, and the healing-requirements-only update is good. But if I go into that same dungeon with my Savage gear, because I happen to be a player that partakes in Savage, then the healing is a doddle once again, because I have more stats on my gear. And this isn't limited to just my gear, my party's gear also affects how easy/hard it is to heal the content

    Also, people aren't robots, and their performance can vary from day to day. I'm affected by this too, some days I'm mentally fit enough to, say, heal Savage for reclears (or in the case of week 1, actually prog Savage as a Healer). On other days, I have brainfog enough that I struggle to beat the Shadowlord, the bloody 24man boss, without getting hit by at least one of the cleaves. If an increase to healing requirements occured (with the increase being large enough to be 'the entire solution to the Healer role issues'), would I be able to clear the content only on a 'good day', and a 'bad day' means I fall under the required performance level?

    IDK I'm probably rambling, but the idea that increasing healing requirements should be the only aspect to the solution has never sat right with me. It feels like it'd just cause more problems than we already have
    (2)

  3. #3
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,065
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Tigore View Post
    It looked like Roe was giving evidence and details that she wants to make sure both the healer and damage kits are fun for our FF14 healers. If the Devs actually made it like "old WoW", we basically switch from Glare spam to Cure / Cure 2 spam >.> Back to square 1 with 1 button spam.
    Don't forget the part where you have to do nothing for 5 seconds after every Cure to let your MP regen, lol.
    (0)