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  1. #1
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    612
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    Lalafells are the best lovers out of all the sentient species. They also are poisonous to eat.

    Well-deserved like.

    And I'm against the racism against Lalafell because Lalafell lives does matter.
    (3)

  2. #2
    Player
    Zephanoa's Avatar
    Join Date
    Dec 2014
    Location
    Gridania
    Posts
    301
    Character
    Vaeldus Lunarys
    World
    Ultros
    Main Class
    Warrior Lv 90
    The incentives in this game could use some looking at. There isn't anything in this game to keep me playing everyday. Grindfests aren't fun.
    (9)

  3. #3
    Player
    Ametrine's Avatar
    Join Date
    Sep 2013
    Posts
    2,476
    Character
    Diantha Sunstone
    World
    Goblin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by HyoMinPark View Post
    Super unpopular opinion: I don’t care if the developers wanted to add in external DLC to the cash shop at a later date. I am talking minions from previous OSTs, Artbooks, Plushies, and the emotes from the Odin/Shiva Statues. I am not a fan of “exclusivity” or “limited time only” deals. I don’t see the big deal if someone just wants a minion or an emote, and wants to pay $5~10 USD for it instead of $50~150. I pay more because I get cool merchandise for the price, PLUS a minion/emote.
    I wouldn't consider that unpopular at all since every new release with a limited item comes with a thread of people baffled by these items being locked.

    A minion/emote isn't selling artbooks, but I do think they sold the less expensive streams for the Fanfests.
    (0)

  4. #4
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Healers need that potency otherwise they couldn't fix mistakes.

    Some hypothetical numbers. The tank takes 10k damage per auto attack, has 50k HP. Currently one healer heals for about 10k. Let's nerf them to 7.5k.

    Now two DPS just ate a 24k damage hit from not dodging a mechanic. They can self heal 6.5k. lets say they suffer 15k damage total. That's 4 gcds healers would have to make up to get them back up. that means the tank will be down 10k damage if one healer still heals nonstop. And now the 40k tank buster is coming up.

    You'd wind up making it so that DPS couldn't make any mistakes, or it would lead into a situation where the healer just couldn't keep up, and there'd be more deaths. Or say the tank screwed up a cooldown, and took 20k more damage, the healers can't fix that; it would eventually lead into a wipe. It's really hard to tune that without making each job self-contained and solely responsible for its own role, with no other way to compensate for it. It would also work in other ways; healers couldn;t help with DPS checks since we use more GCDs for healing, and tanks stay in tank stance more because without it they take too much damage.
    (6)
    Last edited by RiyahArp; 02-05-2018 at 12:33 PM.

  5. #5
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    Healers need that potency otherwise they couldn't fix mistakes.

    Some hypothetical numbers. The tank takes 10k damage per auto attack, has 50k HP. Currently one healer heals for about 10k. Let's nerf them to 7.5k.

    Now two DPS just ate a 24k damage hit from not dodging a mechanic. They can self heal 6.5k. lets say they suffer 15k damage total. That's 4 gcds healers would have to make up to get them back up. that means the tank will be down 10k damage if one healer still heals nonstop. And now the 40k tank buster is coming up.

    You'd wind up making it so that DPS couldn't make any mistakes, or it would lead into a situation where the healer just couldn't keep up, and there'd be more deaths. Or say the tank screwed up a cooldown, and took 20k more damage, the healers can't fix that; it would eventually lead into a wipe. It's really hard to tune that without making each job self-contained and solely responsible for its own role, with no other way to compensate for it. It would also work in other ways; healers couldn;t help with DPS checks since we use more GCDs for healing, and tanks stay in tank stance more because without it they take too much damage.
    The whole purpose of lowering potency would be to force healers to heal more. Right now, the vast majority of your time will be spent spamming Malefic III/Stone IV/Broil. If healing saw a decree like you've outlined, healers simply wouldn't be able to DPS 60% of the time.
    (2)

  6. #6
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Bourne_Endeavor View Post
    The whole purpose of lowering potency would be to force healers to heal more. Right now, the vast majority of your time will be spent spamming Malefic III/Stone IV/Broil. If healing saw a decree like you've outlined, healers simply wouldn't be able to DPS 60% of the time.
    Yes, but that is because you'd need to spend all those GCDS on basic healing. You would end up with less overall to bring people up quickly. It would be like main healing as a RDM; you can do it, but there aren't the tools to compensate for massive damage spikes.

    Quote Originally Posted by HyoMinPark View Post
    I mean, I personally find that a lot of the higher-end content is getting progressively easier because the developers are trying to cater to the lowest common denominator in terms of the playerbase. I think that player skill could possibly improve if there were actual difficulty curves when it comes to leveling content (and inb4 someone says “rawr you cannot make leveling content savage-level difficulty”, that is NOT what I’m saying—I’m just saying there should be some sort of difficulty curve there as opposed to gameplay that does not punish you in the slightest for mistakes/failed mechanics). As it stands now, a lot of the original ARR content/dungeons are harder and more punishing on mistakes than the newer SB content/dungeons, and older tiers of Savage are harder than the current tiers (Deltascape was the easiest tier of Savage this game has seen thus far) and I don’t really see that as a good thing.
    The only issue is that if you want a difficulty curve, that has to mean something. It means a lot more failed runs, and times you will need to abandon because people won't get past the boss. What the person you are replying is mentioning that if you make things harder, you aren't going to be able to demand smoother runs of normal play; you will have to accept it will get worse because now there are actual penalties and requirements. If you want harder content to make people better, so you can get harder endgame content, you can't expect people to continue to run expert dungeons in 20 min or trials in 7.

    MCH was never complicated. People expected "gun bard" then acted like they couldn't understand that it was different. Then called it weak (thanks for the overbuffing though). And now they call it "boring" and brainless. That's wrong too. But hell if it gets us overbuffed again, fine. Bring it on.
    MCH at 3.0 launch was incredibly weak, and it was the hardest job to play all through the expansion because you needed to play piano with wildfire to get decent DPS. This wasn't controversial. It literally was all about forcing too many damage and modifier OGCDS into a brief window of time, and even though they slowly adjusted it, most people didn't seem to play it. New MCH was worse I feel because they tacked on heat gauge, when they just needed to spread its abilties out and reduce BS stuff.
    (0)
    Last edited by RiyahArp; 02-06-2018 at 02:56 AM.

  7. #7
    Player

    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    163
    Quote Originally Posted by RiyahArp View Post
    Healers need that potency otherwise they couldn't fix mistakes.

    Some hypothetical numbers. The tank takes 10k damage per auto attack, has 50k HP. Currently one healer heals for about 10k. Let's nerf them to 7.5k. Now two DPS just ate a 24k damage hit from not dodging a mechanic. They can self heal 6.5k. lets say they suffer 15k damage total. That's 4 gcds healers would have to make up to get them back up. that means the tank will be down 10k damage if one healer still heals nonstop. And now the 40k tank buster is coming up.

    You'd wind up making it so that DPS couldn't make any mistakes, or it would lead into a situation where the healer just couldn't keep up, and there'd be more deaths. Or say the tank screwed up a cooldown, and took 20k more damage, the healers can't fix that; it would eventually lead into a wipe. It's really hard to tune that without making each job self-contained and solely responsible for its own role, with no other way to compensate for it. It would also work in other ways; healers couldn;t help with DPS checks since we use more GCDs for healing, and tanks stay in tank stance more because without it they take too much damage.
    that situation might do one of two things. 1) allow those who enjoy playing pure healers more recognition in groups when they perform a miracle and prevent wipes or 2) have more vitriol thrown at healers who just cant keep up with the massive amount of damage going out from the most minor of mistakes. Id like #1 to be the case but we all know #2 will be the inevitable outcome, especially from those whining "healers are too good" and demanding potency nerfs. they will be the first ones abusing the healers for sucking and running to the forums demanding that something be done about those 'healing baddies'.
    (1)
    Last edited by Canopia; 02-12-2018 at 03:29 AM. Reason: bypassing post limit... =.=

  8. #8
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by Canopia View Post
    that situation might do one of two things. 1) allow those who enjoy playing pure healers more recognition in groups when they perform a miracle and prevent wipes or 2) have more vitriol thrown at healers who just cant keep up with the massive amount of damage going out from the most minor of mistakes. Id like #1 to be the case but we all know #2 will be the inevitable outcome, especially from those whining "healers are too good" and demanding potency nerfs. they will be the first ones abusing the healers for sucking and running to the forums demanding that something be done about those 'healing baddies'.
    I guess I just can't see this, tbh. Other MMOs have a much more natural output of damage so that as long as a healer is moderately pushing their healing buttons and using cooldowns they shouldn't run into too much difficulty in casual content. I'm a casual healer in WoW (normal mode raids at best which are challenging but still completely puggable - think EX primals just in raid form) and never feel like "healing constantly" is this taxing process that requires a huge mental overhead from me. It just requires me to focus more on my party's health bars than the boss health bar, I guess you could say.

    The biggest reason healing in this game likely won't change is because fight design would have to be completely re-tooled from the ground up to make it work. It's not as simple as "nerf healing potencies", because right now virtually EVERY fight in this game is about massive burst damage followed with lull periods (usually incoming one-shot mechanics where players are not expected to take damage unless they fail the mechanic) to allow healers to get value out of the regen/oGCD aspects of their kit. Imagine something like Almagest at the ilevel most of us were when we started O4S, but imagine healing power arbitrarily cut in half - a single Almagest round with that dot would probably force layering just about every regen you have along with AOE heal spam between, and your mana would be tanked before you know it. Now if you're saying, "just halve mana costs too, np", well how does that affect periods where there's just single-target damage going out? You're suddenly keeping one person up with a lot less effort/opportunity cost, especially between two healers babysitting them. Healers would probably still be DPSing there, so you'd still keep that same DPS focus for single-target/tank healing but make AOE burst damage a lot harder to deal with for no real reason.

    In other MMOs damage is a steady, constant ongoing stream with very few spikes/danger areas. Healing in, say, World of Warcraft is more about stemming a slow bleed with your resources than about efficiently powering through massive near-teamwipe damage with as few casts as possible (and DPSing in the interim). Unless that aspect of XIV healing changes, I don't think just "nerfing healers" will produce much of an effect. Even tank cooldowns are oriented around that burst-type damage - there's virtually no "low CD, medium impact" tank cooldowns that tanks are expected to rotate constantly to mitigate steady sustain damage, it's all about waiting for the boss to do his super move and rip something like Vengeance or Sentinel, then wait another minute or so before ripping something else for the next tank buster (or tag in your OT with Shirk and go full DPS mode yourself to get maximum value out of mitigation CD timers). The gauge abilities like Shelltron come close, but I find they generate too slow and bar Inner Beast don't have enough of an impact to encourage rotating them (and even then I bet more WARs use other CDs to mitigate and save Beast Gauge for Fell Cleave).

    Whole fights would have to be changed from the ground up to make room for any sort of changes to healing design. With XIV's level sync enforced for pretty much every roulette you'd have to check every trial, every dungeon, every 24-man raid to make sure that nerfed healers can keep up with damage output without difficulty, and you'd have to design all future content going forward (including possibly some already partway through development) around this idea of more "heal-oriented" healers.

    Would I love it? Sure. Do I see it happening ever, given how little SE seems to want to a.) disrupt the status quo, b.) invest significant resources into this game (see: housing, server limitations, etc), and c.) enforce a playstyle change that frankly would be pretty disliked by a not-insignificant portion of the healer playerbase (if healer subforums and Reddit are anything to go by)? Nope.
    (3)

  9. #9
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Most of high lvl stuff and armour looks like total garbage and ultra unrealistic it hurts my medieval-loving soul.

    The blade is simple and should look sharp, not like 5 ton junk, medival swords were lighter than katanas however in this game is exactly opposite.
    Why does SE made katanas look nice, but cant do a stupid swords (or axes) look like the real weapons i have no idea.

    Oh and those armours with thousands spikes and other bullshit, give me one real plate armour please, im not asking for ten or hundred, just one would be enough for glamour...

    (7)
    Last edited by Nedkel; 02-05-2018 at 12:44 PM.

  10. #10
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Nedkel View Post
    Oh and those armours with thousands spikes and other bullshit, give me one real plate armour please, im not asking for ten or hundred, just one would be enough for glamour...
    Mythril set, Cobalt set, High Mythril etc. They do exist.
    (1)

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