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  1. #41
    Player
    Valence's Avatar
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    Oct 2018
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    5,420
    Character
    Sunie Mochi
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Supersnow845 View Post
    It also speaks that from someone who remembers that time the biggest concern wasn’t the existence of cleric stance it was that it had no cast time but a recast time

    People didn’t like that it could be turned off then accidentally back on again given how bad the servers were back then. That was a way more common complaint than it actually existing

    But apparently me remembering ARR is meaningless
    If anything to be fair I do remember people complaining about it because they just didn't like it as a system. A lot of people cheered when Stormblood removed it and allowed healers to do damage more freely.
    But that's the thing, people didn't greed with this. If anything, it was quite the contrary. Most casuals didn't even use it in dailies because too punishing so you ended up with healers not doing much damage in dungeons, and in savage it generated that weird practice of having a main healer and an off healers for a big chunk of the more casual statics that didn't imagine stance dancing with it.

    Either way that's why while I don't hate having some refunds, all of those refunds creeping into the healing game on top of all of its issues is literally making the role even more braindead because no matter what you do, you don't have failure states anymore.
    (1)
    Secretly had a crush on Mao

  2. #42
    Player
    Carighan's Avatar
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    Apr 2018
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    1,902
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valence View Post
    Either way that's why while I don't hate having some refunds, all of those refunds creeping into the healing game on top of all of its issues is literally making the role even more braindead because no matter what you do, you don't have failure states anymore.
    I kinda disagree with this, but for a different reason: I already think there isn't any failure state in regards to dealing damage as a healer right now. The difference between dealing good damage and not doing so is never of material value as DPS requirements have gotten rather low in favor of 8-people-ballet do-it-or-wipe mechanics being chained together coupled with healer damage itself being too low (which isn't a bad thing). This results in it frankly not mattering at all if a healer deals 100% damage, 80% damage or 60% damage. The total difference is too small to truly care.

    It shouldn't be, but that's just what it is, and that's for savage. Good luck having healer damage matter as a failure state in say, dungeons or normal raids!
    (0)

  3. #43
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,649
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Valence View Post
    Either way that's why while I don't hate having some refunds, all of those refunds creeping into the healing game on top of all of its issues is literally making the role even more braindead because no matter what you do, you don't have failure states anymore.
    In a sense, the change that made Lily healing damage neutral in SHB was the source of this issue. Optimizing as a Healer has always been a game of 'mitigate how much damage you lose, from having to cast Healing GCDs'. In that sense, the SHB WHM that lost 100p per Lily Heal used, made sense, because 100p is less than the 300p you'd lose by casting Medica. It was analogous to the 100p you lost from using an Aetherflow on a Healing/Mit action as SCH, instead of using it on Energy Drain.

    Damage-neutrality has to be used sparingly as a design element. Making everything damage-neutral, as they seem to be intending with EC/Evolved Mode, runs the risk of making everything incredibly boring.

    On the plus side, it's gonna be really interesting to watch the fires burn, as players who throw out 3 Healing GCDs (each of which are 90% Overheal) per 20s, out-parse 'actually trying to optimize' Healers who use Healing GCDs sparingly, all because 'the 3x empowered Holy Sanctuary Crit a lot that run lmao'. Will FFLogs update their formulae, to consider how much Overheal the Healer player had as a factor in the parse? Will they start ranking us on a combination of HPS and DPS?

    edit: Just realised after posting this... We currently throw out Lilies in downtime when we can't hit the boss, to prepare a damage neutral Misery, effectively making each Lily spent during the downtime, the 'same damage' as a Glare. But Lilies have a 20s CD, something like EC/Evolved's High Cure doesn't. Instead of weighing up if we need the Lily for actual Healing, we'll just be able to, every downtime, press 3 High Cures on players who are not at 100% HP, and get a fully empowered Holy Sanctuary. Every downtime. This doesn't bode well for Ultimates and their DPS checks, I fear, what with all the 'Trio' style downtimes they love to use
    (1)
    Last edited by ForsakenRoe; 05-23-2026 at 09:10 PM.

  4. #44
    Player
    Azurarok's Avatar
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    Feb 2022
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    1,512
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    speaking of which, could they be trying to make evolved WHM a sort of main healer? With Sanctity not building up without actually doing some healing it'd seem like they wouldn't want their co-healer to do too much of it.

    If the others do have to sacrifice damage to heal as much while having a significantly higher max dps than WHM everyone would rather have the WHM be healing, right?
    (1)

  5. #45
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,649
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Azurarok View Post
    speaking of which, could they be trying to make evolved WHM a sort of main healer? With Sanctity not building up without actually doing some healing it'd seem like they wouldn't want their co-healer to do too much of it.

    If the others do have to sacrifice damage to heal as much while having a significantly higher max dps than WHM everyone would rather have the WHM be healing, right?
    I think that was kinda the intention in SB with WHM and saying it was a 'pure healer', but it didn't really work out that way in practice, as AST had to have enough throughput to clear content too

    If it's their intention to make Pure Healers feel work, they A: need to stop giving so much Pure Healing capability to the Barrier Healers, and B: need to make a way for Pure Healing to be a better solution than a Barrier Healer, because as it stands, SE's idea of a Heal Check tends to turn out to be a Mit Check more often than not. SCH SGE can handle any throughput demand we've seen thus far in the game, and in some cases, are the better option because they have more access to Mitigations

    Like, give us Heal Absorb effects that work like anti-shields, protecting our 'missing HP' from healing in inverse way to how shields protect our 'actual HP' from incoming damage. Mitigation has its place, because it reduces the incoming damage, to buy time for the Heal Absorb to be healed through. Barriers block incoming damage, buying more time. Pure Healing, however, is the way to more quickly deal with the Heal Absorb and get back to 'actually healing'
    (2)
    #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. #46
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,744
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    If we’re talking about healing spells natively being DPS neutral, than yes it creates an apathetic loop devoid of skill expression, but if DPS neutral healing is something you earn by the decisions you make with your kit and your resources, than I disagree that that’s an issue.

    In my white mage redesign for example, I reverted the system back to the lilies and blood lily, and Holy III became a cooldown that granted Sanctity. Sanctity was spent on one of two DPS options with different supportive qualities, and spending those would allow Cure, Medica, and a GCD Aquaveil to nourish the blood lily. As well as Esuna III under Assize’s effect. But I also allowed Holy III to be castable off-cooldown at double its MP cost so if you want every GCD heal to be DPS neutral than you can burn your MP to do so, and I think that’s a choice that feels interesting.
    (0)

  7. #47
    Player
    Azurarok's Avatar
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    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I think that was kinda the intention in SB with WHM and saying it was a 'pure healer', but it didn't really work out that way in practice, as AST had to have enough throughput to clear content too

    If it's their intention to make Pure Healers feel work, they A: need to stop giving so much Pure Healing capability to the Barrier Healers, and B: need to make a way for Pure Healing to be a better solution than a Barrier Healer, because as it stands, SE's idea of a Heal Check tends to turn out to be a Mit Check more often than not. SCH SGE can handle any throughput demand we've seen thus far in the game, and in some cases, are the better option because they have more access to Mitigations
    I don't think the important part is "if they can heal well enough to meet heal checks" though, it's whether they could do that with as little dps loss as an evolved WHM could. I doubt SB lilies really could've done that, especially with the other two having raid buffs to cover some of their output.
    (0)

  8. #48
    Player
    Rithy255's Avatar
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    May 2022
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    2,134
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Why are people still begging on encounter design to fix the issues

    Not only have they failed to fix it for years but there is also years and years of built up legacy content that DONT do this

    I’m sure the 8.0 savage tier will be FANTASSSSSSTIC while you get CT in your roulette again and run around spamming glare with no CD
    I think if we balance the game around Legacy content, I think it's a bad Idea, I'd personally want Current content to be a main focus and if that means jobs or things feel weird in lower content I'm fine with that, I always think content should evolve and not be held back by legacy content. If in lower level content healers can get away with one button spam its not ideal, but to me whats important is if they do that in CURRENT content.

    But I also agree that SE has shown that they're very unlikely to actually improve on encounter design fixing issues with healer in particular so us bagging on it isn't really a great idea, I though I do think at the end of the day SE are gonna go ahead with poor choices such as these changes to White mage and healers regardless, I fear as a community anything we say will just be ignored.

    SE's solution to "glare spam is boring" is "hey look glare 2!!! glare also instant cast now poggers!! everything is damage mutual so you can't mess up healer even if it was already uber easy to not!!" So to assume they'd actually listen to anything anyone says to improve healer gameplay is funny; because to them healing is too hard or something which is what these changes indicate

    Quote Originally Posted by ty_taurus View Post
    If we’re talking about healing spells natively being DPS neutral, than yes it creates an apathetic loop devoid of skill expression, but if DPS neutral healing is something you earn by the decisions you make with your kit and your resources, than I disagree that that’s an issue.
    I think if they made something like Holy sanctuary on a much longer cooldown (such as 90s with two charges) I could see a world in where you'd have a system where you'd still have to be careful about over healing, but as it stands it being on 30s (with two charges) means you can mindlessy spam out heals whenever, this game isn't gonna have damage output remotely high frequent enough to where you will need to heal more then once in a 10s period consistently that theirs no risk vs reward.

    I think right now the new system is White mages current system but amped up to 11, which is a major problem as white mage already can just kind of burn lillies a lot of the time.
    (0)
    Last edited by Rithy255; 05-24-2026 at 02:59 PM.

  9. 05-24-2026 02:57 PM
    Reason
    accidental post, meant to add it to my comment

  10. #49
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    2,649
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Rithy255 View Post
    but as it stands it being on 30s (with two charges) means you can mindlessy spam out heals whenever
    As I mentioned above, it will be fun to see the fallout from FFLogs, and people who swear by it, when it turns out 'Overheal Oscar' out-parses the heavily-optimized runs, solely because Oscar's Holy Sanctuary casts (all of which are max empowered by Healing) Crit/DH like crazy

    Feel like I saw it being a 20s CD for HS, not 30s, but A: I might be wrong and B: blah blah numbers subject to change
    (0)
    Last edited by ForsakenRoe; 05-24-2026 at 09:07 PM.
    #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

  11. #50
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
    Posts
    3,744
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Rithy255 View Post
    I think if they made something like Holy sanctuary on a much longer cooldown (such as 90s with two charges) I could see a world in where you'd have a system where you'd still have to be careful about over healing, but as it stands it being on 30s (with two charges) means you can mindlessy spam out heals whenever, this game isn't gonna have damage output remotely high frequent enough to where you will need to heal more then once in a 10s period consistently that theirs no risk vs reward.

    I think right now the new system is White mages current system but amped up to 11, which is a major problem as white mage already can just kind of burn lillies a lot of the time.
    See, holy sanctuary is one of the dumbest things ever added to FFXIV because they literally just spent white mage’s development budget creating a system that it already had. What was the point of creating sanctity and holy sanctuary when the blood lily does the same thing? You would have the exact same situation if you made cure and medica nourish the blood lily, make misery castable at any stage of the blood lily with the appropriate potency, and give it a 25 second cooldown with 2 charges. Why are we spending animation budget painting the same picture?

    What I think they want from the system is for white mage to feel like cure and medica can be used often as white mage’s main source of healing rather than resources you only try to use three times a minute, or more in your example. Which is fine, just keep the lily system as-is but applicable to cure and medica and give the player a way to trade another resource for more lilies, like in my example that resource is MP. Also giving the player more tools to use lilies on is something I think the job also needs promptly.
    (4)

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