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  1. #1
    Player
    ckc22's Avatar
    Join Date
    May 2015
    Posts
    490
    Character
    Tetsu Taru
    World
    Gilgamesh
    Main Class
    Scholar Lv 70
    No thank you. I feel like most people who have an issue with tanks and healers doing their role and good dps are dps players who are bad and terrified that they can't keep up with someone who's toolkit is already half theirs.
    (0)

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    What I hope for 4.0 is more emphasis on the role system and reward for playing good beyond you're baseline assignement

    Tank should mainly be about mitigation, dps should be the reward for being a good tank. By this I mean that the more a tank mitigate damage, the higher is damage could be Example
    Paladin
    has a rotation and new/reworked tools to increase his block chance. A good paladin would block significantly more than a bad paladin. Royal Authority has now a 30sec cooldown. Every block reduces the cooldown by Xsec. If Sword Oath is activated Royal Authority cooldown is reduced by different mean. Clemency has a more central role, through new mechanic can be instant and has an additional effec depending of the Oath, Shield Oath also grant him blocking chance, Sword Oath empower his next AA.
    This way, you effectively encite the player to mitigate and take as little dmg as possible as it directly transfer into less CD on Royal Authority which in this scenario would be a huge dmg boost.
    Warrior have more tool to regain health and every health regain mechanic (spare 1-2 defensive cooldown) is tied to his damage. The more a Warrior damage the more he regain health, the more he's tanky
    Darknight In a good position with the whole "the better you play the more you dps and mitigate" as DarkArt already boost his highest dmg move and grants healing (not enough imo though...)

    I want bosses to do much more damage with their AA so that a HoT + Fairy isn't enough to keep the tank alive. I rolled healer to heal, not to do one aoe shield and then spam a 2500 dmging spell. There is so much wrong when you request a healer to dps throughout the course of a fight. (I'm not talking about dpsing for very situationnal moment like phase transition or shield burst). If SE like the current state of healers, then they should rework raids around having 2tank, 1heal, 5dps. and not 1heal 1support healer.

    i would like healer's mana to be a bigger concern.
    If too many players get hit by avoidable mechanic, then healer should feel it through missing mana. And ultimately the group would wipe from a lack of heal.
    In a sens, "why did we wipe?" "healer went oom" "why did they go oom?" "because too many people keep getting hit by aoe"
    So even if you're dps do great dps, they can screw up the raid by taking too much damage.
    AoE healing in this game is just totally broken and powerful.

    bard and machinist mana recovery mechanic are also broken considering we don't even need them to refill our mana.
    A healer cannot realistically be oom with these which makes overhealing something you don't really care about.
    I'd rather Bard and Machinist to support in a more direct way. For instance, if the Bard has a song that only last 5sec with a 1min cooldown which increases the healing taken by the group (or healing potency of healer, wathever), if done at the right time, this would reduce the amount of heal a healer has to dish effectively making them save mana. It is more active playstyle and require more thought than "Oh you're oom, don't worry I put my mana song, [10sec later] here you go you're at 40% mana." The machinist could deploy a turret which absorbe a fixed amount of damage around it (like a small shield dome). Again, this would prevent the healer from having to heal the damage, making them save mana.

    My point is that increased DPS should be acquired from doing your job properly.
    A tank doing a lot of mitigation would do more damage
    A dps-support (bard, mach, redmage?) through various cooldown should be able to substaintially help the group heal and dmg.
    A dps properly avoid and using his defensive cooldown should take less damage, requiring less heal.
    Then, ultimately, if everyone plays well and reduce the heal requirement, then the reward should be that the healer, on top of that, can add his dps.
    I wouldn't mind healer's dps to be substantially boosted as a consequence, as long as dps'ing as a healer mean "everything goes smooth and everyone do their job perfectly"
    The healer dpsing should be a reward from a good tank mitigation, support and proper playstyle. Not something you have to do 90% of the fight because either DPS can't do their job or SE putted some crazy DPS check.
    Finally, cleric stance cooldown being only 5sec, there is a very minimal risk to enter the stance. I would like the CD to be much higher. 15-20sec. This way, if you change stance, it means something. On top of that, you can't be requested to apply your dot every 20sec.

    Ask yourself, why in the first play did you roll healer or tank? To top the parser? If the only thing you enjoy is DPS why would you play a healer? to do 20% of a BLM dps?
    (0)
    Last edited by Sylvain; 01-11-2017 at 05:21 PM.

  3. #3
    Player
    Xyno's Avatar
    Join Date
    Dec 2016
    Posts
    247
    Character
    Onyx' Xyno
    World
    Cerberus
    Main Class
    Pugilist Lv 80
    Well, what can I say. I agree with the main point of the TS, but don't agree with 1 things- to make rotations more simple. I think, that it must be balanced, but not be easy, or the game will be full (much more full) of casual idiots, that can only smash 3 buttons and they are "skilled"
    (0)

  4. #4
    Player
    seekified's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    896
    Character
    Karis Angara
    World
    Cerberus
    Main Class
    Dragoon Lv 80
    I would certainly like content that forces each role to focus on that specific role. I enjoy healing, but dungeons are so braindead easy that I'm in Cleric Stance 95% of the time, just because I can. If that weren't the case, I'd get to heal more and actually do my job. As a counterpoint, it would probably alienate players who aren't very good at what they're doing. FFXIV is very focused on being casual-friendly, and I think that's good - it widens the game's potential audience and generates more income for SE, which means more FFXIV for us. But it does place some significant restraints on how hard they can design content.

    I'd rather there were tiered difficulties of all content, with slightly higher rewards for running the harder version. Just like single player games. It'd give skilled players a bit more of a challenge, where they can focus on their chosen role's primary function, and it'd give an incentive for less-skilled players to improve.

    That said, that's not a catch-all solution, and it'd probably require a fair chunk of dev time to implement (not saying they should do this retroactively though, just for 4.0+). Tweaking job balancing is a part of it as well. At this point, as a WAR main, casual content basically means that I'm a DPS who stands on the other side of the enemy. Bosses require hardly any cooldown use, and I cement my aggro for the rest of the fight with a single Unchained + Berserk'd aggro combo. It's way too easy.
    (0)
    Last edited by seekified; 01-20-2017 at 06:22 PM.

  5. #5
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    For me, I'm actually happy with the highly structured role system and strong class archetypes. The changes I want are more gameplay changes than anything.

    For example, I want minuet and gauss barrel gone because I think that there should be some ranged dps without cast bars at all. Another example, make sword oath more interesting so it's more than just a DoT. You get the idea.
    (0)

  6. #6
    Player
    Archamgel's Avatar
    Join Date
    Oct 2013
    Posts
    55
    Character
    Logan Grayborn
    World
    Jenova
    Main Class
    Scholar Lv 70
    Quote Originally Posted by javid View Post

    HEALER:
    ast, whm, sch - roles that are forced to constantly heal, regen, cure negative status effects PRIMARILY. I want Healers that have much weaker heals or party takes higher dmg than the nominal HPS. I want more status effects during fights that require healer attention (esuna, adlo, etc). I actually want ast to lose its offensive buffs….no balance or arrow. I want offensive buffs left to the support roles.
    This would kill almost all of the fun of the healers. The fact that we can be hybrid with damage or do offensive buffs is part of that fun. If SE made a Sch heal and ONLY heal, then they would be giving Sch a big middle finger since we don't have as much throughput and HALF of our skills are damage. I like that the best way to mitigate damage is for us to contribute to the damage.

    That being said, I can get behind weakening our heals. (Even though a scary fraction of the community has trouble healing as it is.)
    (1)

  7. #7
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    honestly id like to see more leniency into the interdependancy of the trinity and thinner lines between the roles, but of course thats just me. Even for DPS self healing potential, or defense, just something less rigid than "owp both healers are dead lets wipe"

    could be anything simple like potions being worth their title, or being able to use phoenix downs in combat. Actually if anything yeah id like to see items like restoratives more powerful and actually useful for clutch situations.
    (0)
    Last edited by ADVSS; 01-30-2017 at 03:11 PM.

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