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  1. #211
    Player
    Aviatorhead's Avatar
    Join Date
    Jul 2024
    Posts
    119
    Character
    Honey Slaughter
    World
    Excalibur
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Ser_Arven View Post
    Yes FF14 should have an auto or one button rotation option like WoW. Make it do less dps overall but compensate for extreme non button pushing in group content

    Also I couldn't care less if I'm useful in normal content, roulettes are FF14 jury duty for tomes. If i want to be engaged I fo something harder.
    Vast majority of the player base is not you & doesn't do the harder cotent. The stuff they do do should be fun. You are an actual dummy if you think stuff that is supposed to keep most of the player base entertained should be boring.
    (4)

  2. #212
    Player Ser_Arven's Avatar
    Join Date
    Aug 2025
    Posts
    71
    Character
    Violet Adair
    World
    Seraph
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Aviatorhead View Post
    Vast majority of the player base is not you & doesn't do the harder cotent. The stuff they do do should be fun. You are an actual dummy if you think stuff that is supposed to keep most of the player base entertained should be boring.
    I'm just baffled that these players complain that their content is boring refuse to try any harder. Make it make sense
    (0)

  3. #213
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,649
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by HyperiusUltima View Post
    As much as I like the idea thematically and also just in general, I think this replaces the current problem with a new problem if we're taking Bloodwhetting into mind, since instead of taking away healer agency, you're just outright ignoring it altogether. For example, go look at Guardian, PLD's current 40%. That ability alone is enough to raise questions as to why they added something like that, even for raid content, to deal with damage. We have to remember that mitigation is king in XIV, and shields are essentially eHP on a timer if you think about it.

    If a boss does 400k and you have a massive 200k shield, not to mention that the damage formula and decaying returns of stacked mitigation applying(First Feint/Addle/Reprisal for Final Damage, then stacked mitigation, then Shield Subtraction for actual damage) make this relatively a different issue altogether to the point that WAR would be even stronger than before, even by Tank standards. The potencies more than likely would have to go down to actually balance it, but depending on how it is I can still see WAR outperforming every tank when it comes to dungeon pulling that way, and especially in high-end.
    It's possible that the potencies would need to be adjusted, but by adjusting them, it would mean Tank players going 'you're nerfing us!' and we know SE would never dare upset the Tank players

    The BW issue you raise, I think is not an issue at all. Just as BW would block all the damage of a huge pack of mobs for... 15ish seconds? We already have that occur when a PLD or GNB invulns, or as a WHM we stun the pack with Holy. The point is not the 15ish seconds that the Tank is invulnerable, it's the 10s where they are not. If they no longer have tools in their kit that restore their HP so easily, then any damage they take is 'permanent' in a sense (until a Healer heals it hack). Bloodwhetting is not OP just because it restores the entire HP bar, it's also partially because once recovered, that HP is 'permanent' until it's removed by more damage

    Plus, your example (400k damage from boss, 200k shield) would be very unlikely to ever occur, because BW would give you a 200k Barrier if you hit... I think it'd be like 10+ mobs? That doesn't tend to occur in higher-end content where a 400k hit is going to threaten the Tank. In a single target boss fight, you'd get a Barrier of, I'd estimate 20k per GCD used (my Tanks are in full Crafted still). Yes, you could theoretically 'compile' the effect by using multiple GCDs in the leadup to an enemy attack, but it'd still only total up to like 80k (including the initial Stem the Tide Barrier), And TBN on DRK is around 70k currently, so I don't expect it to be a problem, since it would require time to setup, the boss could eat the Barrier with an autoattack, etc. Equilibrium would also behave sort of similarly to a TBN, albeit a bit weaker, and with a far longer CD. Only place that comes to mind as 'this would be too strong' is maybe Sugar Riot's add phase (hitting 5 Mu's at once, plus boss), but even then, I think it'd be counterbalanced by the moments where you don't have the Barrier active, and the fact that the Healer would be entirely responsible (instead of only partially) for the HP restoration

    I think, out of all of the Tanks, PLD would maybe be the one that comes out 'on top' for Dungeons. 4 stacks of 250p Barrier (replacing Sheltron HOT), plus more 400p Barriers via Blade combo/Confiteor, plus a 400p Barrier for each Holy Spirit/Circle used, plus the ability to Block... It'd be a more 'sustained' mitigation through the pull, vs the WAR who would, rather fittingly actually, blow their load at the start, get a MASSIVE Barrier via Bloodwhetting+AOE GCDs and take no damage for a while (probably 15-18s, depending on Barrier duration), then find themselves a little exposed when the Barrier duration expires (at which point they'd need to cover the gap with something else like Damnation, Equilibrium, etc). Though GNB could also be a surprise contender, 900p Barrier from HOC, and 300p x 6 from Aurora with 2 charges

    Lastly, Barriers having a duration introduces a new skill cap for the Role. Take a PLD's Sheltron, if the HOT from it is instead made to be 4 stacks of 250p Barrier, with a duration of 12s, then a second use 5s later could add another 4 stacks, and reset the duration of the Barrier. By changing the timing of when you use Sheltron that second time from 5s later, to say 10s later, you could extend your Barrier coverage and potentially mitigate more damage overall



    Edit: Actually, I guess it'd maybe cause issues regarding the difficulty of soloing Deep Dungeons, since you'd have Barriers and a potent HOT (the potion) instead of the current 'pure HPS and also a HOT'
    (0)
    Last edited by ForsakenRoe; 03-19-2026 at 04:49 AM.
    #FFXIVHEALERSTRIKE
    Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

  4. #214
    Player
    Aviatorhead's Avatar
    Join Date
    Jul 2024
    Posts
    119
    Character
    Honey Slaughter
    World
    Excalibur
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Ser_Arven View Post
    I'm just baffled that these players complain that their content is boring refuse to try any harder. Make it make sense
    I have! I have literally already said in this very thread that i have! Most recently I blind progged M1 2 & 3 savage with my friends!

    I shouldn't have to go to the highest difficulty content to have fun though!!!!! 99% of the game isn't Savage!
    (4)

  5. #215
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,649
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    'Stop complaining, if you want your role to be more engaging, go and try the five (5) fights SE releases per EIGHT (8) months that the kits are tuned around, instead of asking for the <all of the other content in the game> to be more engaging'

    Unless it's like this tier and we have a doorboss, in which case it's more like 5.5 fights per 8 months. Still, it's one of the takes of all time, absolutely hilarious/tragic in equal measure, partially because a lot of players who ask for the <all of the other content in the game> to be a bit more engaging, DO already do Savage, Ultimate, or both. But even for those that do not, why oppose making EX Roulettes a bit more engaging? The reason why some players don't do Savage or Ultimate isn't always a case of 'skill issue' or 'scared of a challenge', some can't due to scheduling for example

    If some players see doing the more 'casual' content like EX Roulettes as, basically a 'chore that has to be done to cap tomes', why exactly does that content get this weird treatment of 'it's meant to be a chore (if you exceed the skill level it demands)', why can't a solution be found that makes it engaging for casual players AND hardcore raider types, so that it's NOT a chore to cap tomes via that method?
    (9)
    Last edited by ForsakenRoe; 03-19-2026 at 04:37 AM.
    #FFXIVHEALERSTRIKE
    Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

  6. #216
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,418
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I mean, it's the take of Yoshida so I guess it follows the official line, which is even more tragic.

    Unless said official line has changed since they recognized recently there was a problem in how they approached difficulty modes in the game idk.
    (0)

  7. #217
    Player
    Uzephi's Avatar
    Join Date
    May 2017
    Posts
    261
    Character
    Elie Uzephi
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Ser_Arven View Post
    I'm just baffled that these players complain that their content is boring refuse to try any harder. Make it make sense
    If only 5% (savage, Ult, etc) of the games content is engaging and the rest of the battle content you deal with more often is "boring," is it good game design?
    (3)

  8. #218
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,190
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Raises hand

    I find savage healing boring which is why I dropped savage because broil spam just to mechanically press sacred soil and indom on a timer isn’t fun

    So now what am I supposed to do? Ultimate? Am I now only allowed to have fun on healers in ultimate?

    It’s great the list of content I’m allowed to enjoy healer on consists of maybe 2 fights per expansion but you can be damn sure tanks and DPS will move heaven and earth to maintain their fun in all content at the expense of healers because somehow “my healing in dungeons is fun don’t take it away” and “play savage if you want to have fun as a healer” somehow come out of other same people’s mouth regularly
    (9)
    Last edited by Supersnow845; 03-19-2026 at 05:04 AM.

  9. #219
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,418
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Ultimates aren't really much different.
    (3)
    Secretly had a crush on Mao

  10. #220
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,246
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Valence View Post
    I mean, it's the take of Yoshida so I guess it follows the official line, which is even more tragic.

    Unless said official line has changed since they recognized recently there was a problem in how they approached difficulty modes in the game idk.
    They do really have a weird, backward line of thinking.

    In a vacuum, Dungeons are only fun to players that specifically enjoys 'turn off the brain' gameplay. High-ends are only fun for people who specifically loves spreadsheeting DDR mania. There's nothing left from the core job gameplays - it's not fun anymore. So now they're so hell bent on wanting to rely pulling players with a single type of content, each directly appeals to a very specific demography (like that actually work lol, people can take a look at census' new player graph and see how abysmal those numbers are. 'new player experience' my a$$).

    Normally the ideal, and perhaps the logical solution to this dilemma would be funding for a better core job gameplay, so that players can have fun in any contents they choose to step into. After all, that's what we use to do everything. But instead they stretch their development cycle so wide & thin as a compensation, as they've demonstrated these past few years.
    (3)
    Last edited by Rein_eon_Osborne; 03-19-2026 at 05:40 AM.

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