Page 14 of 15 FirstFirst ... 4 12 13 14 15 LastLast
Results 131 to 140 of 145
  1. #131
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KaldeaSahaline View Post
    I don't knowthat I agree that most healers are at their limit. I think that if my model was implemented well the nature of healing would lend well to it. Much better than a bursty pass/fail model. I think that's much more stressful to your average healer because there's no chance for recovery. It's simply press Heal here, or someone dies, whereas my model a healer with slower reactions might struggle to top them off, but can at least stabilize them. In the event things go awry they can blow significant MP to help get things under control at a cost to their longevity. Something that the DPS can then back up and help cover (assuming encounter design shifted, which under my model it would). I think it gives them more time to make decisions and more options in how to triage various scenarios.
    I think I know what you mean and I sympathize but would more time to triage make healing easier? The tough part about healing is making split second decisions.
    I casted 2 spells in the wrong order in O6S and as a result the group lived and the tank died (no wipe but I was still pissed about my mistake).

    To be frank though: I do not trust our developers to make it right.
    WoW tried it and imho they failed to make healing fun. EG: they gave dispel a cooldown but often enough they still spam you with debuffs. Just feels bad.
    They slowed down HP recovery but incoming damage is still spiky as ever.

    I know I am egocentric here, but I'd hate for FF to try the same, fail and ruin what I enjoy the most about this game.
    (0)

  2. #132
    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
    I think people don't realize what they ask for sometimes.
    Or you simply refuse to grasp anything outside your own bias perception. It's a common trend given how you insist things like Shinryu are too hard and the mere idea of promoting more healing over DPS would somehow break the game. If I recall even making dungeons require more than a working pulse would spell disaster! Least they'd be more interesting than pull room and aoe everything down.
    (3)

  3. #133
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    You know, considering how much the raiding community complained over relatively minor changes to monk or drk, and continue to note balance changes that constantly affect the meta, your faith that SE somehow can promote more healing without error is pretty funny. I mean, from lilies to pvp to eureka we pretty much have SE making questionable changes in the eyes of the playerbase, and you really want them to start touching the core of one or even more of the roles?

    As for hard, well, its not like its ever going to affect you any, because they can't make any expert a challenge for you. You are asking it for others, who definitely may not like it.
    (0)

  4. #134
    Player
    Nestama's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    4,351
    Character
    Nestama Eynfoetsyn
    World
    Lamia
    Main Class
    Samurai Lv 100
    Quote Originally Posted by KaldeaSahaline View Post
    DPS checks need to be organic and they need to be less pass/fail and have more dynamic consequences. Not boring/binary stuff like vuln stacks/one shots. They also don't need to be at the end of the fight, they can be in the middle, beginning, etc. They can even put competing DPS checks at the same time, forcing you to make a decision between which one to try for and have supplemental mechanics that prevent it from being a binary decision.
    So something like Halicarnassus in Haukke Manor [Hard]? Once you've killed her adds, she has a 'timer' (or her timer starts the second you engage her. So ~6 minutes to kill her) until she uses Fatal Allure (not slow cast) on someone in the party, which will first instantly kill them and then the party because the player killed probably had 100% HP (you can probably survive it if the claimed player had 10% HP. Have never tested this and I have no idea if she will follow up with another Fatal Allure).
    (0)
    Last edited by Nestama; 04-13-2018 at 12:02 PM.

  5. #135
    Player
    Hestzhyen's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    744
    Character
    Hestzhyen Voer
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by RiyahArp View Post
    As for hard, well, its not like its ever going to affect you any, because they can't make any expert a challenge for you. You are asking it for others, who definitely may not like it.
    Hi, I'm a mid-core player who used to raid Savage. I want harder stuff. I don't have the time for Savage any more but more middling content like the 24 man raids would be excellent. I'd be okay with going down to one dungeon every patch if we could get more stuff like that, honestly.

    As for dev capability, they get there eventually. I'd rather see them try new things, fail, and improve than keep things as they are. I'm even willing to give players the benefit of the doubt and say that most of us can handle a bit more difficulty than what we see currently. I'm not asking for all dungeons to become savage, but they can nudge us to do a little more than space out as we push the shiny buttons.
    (4)

  6. #136
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RiyahArp View Post
    As for hard, well, its not like its ever going to affect you any, because they can't make any expert a challenge for you.
    They can't. Everyone here knows that. The only way to make small group content a real challenge would be a race against the clock, which is pretty lame.
    Challenge is not the point though. The point is to make them dungeons meaningful, to make us pay at least a little attention past mashing our given AoE as hard as we can.

    I may not agree with all that they are proposing but I do agree that it is a problem when I DPS 80% of the time as a healer b/c the content is trivial in difficulty. Again: filling a little downtime with DPS, making meaningful decisions about "can I DPS now w/o s/o dying?" that is fun. Tossing a HoT and mashing my 1 button DPS "rotation" is not.

    If you want me to pull a number out of my hat, I'd say in a new dungeon we should aim for around 30% DPS 70% healing with a good group that plays the mechanics well. That leaves room for bad groups to be carried through at the cost of healer DPS. Obviously as the patch goes on and we get gear, the 30% figure will rise again, nature of the beast.
    (0)
    Last edited by Granyala; 04-13-2018 at 06:00 PM.

  7. #137
    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 Hestzhyen View Post
    Hi, I'm a mid-core player who used to raid Savage. I want harder stuff.
    If they made it anywhere a challenge for you as healer, it would be too hard for most people. In a 4 man, there is no other alliance healer to rez you, nor could you just have one or two dps sit on the floor and still beat add phases. And honestly, they have tried a bunch of new things, and most were flops. Even the rebalancing; they still haven't made mch playable for most people over 3+ years of balancing.

    Quote Originally Posted by Granyala View Post
    The point is to make them dungeons meaningful, to make us pay at least a little attention past mashing our given AoE as hard as we can..
    If we are talking expert, people won't do them. There's no point to it now with eureka, you cap there much easier than you do running experts. Making them non-trivial doesn't do anything.

    And if you made us into healers on that level, people would drop the class. It is not more fun to be spamming heals over spamming dps; its the same thing, but possibly with more margin of error. You'd have to really redesign healers to rely on more than just heals in terms of support abilities, and that's a pretty big undertaking. Most healing classes in other MMOs tend to be heal/support; youd have to fold a lot of what bard or mch does or did in the past into them to make them decent here.
    (0)
    Last edited by RiyahArp; 04-13-2018 at 06:41 PM.

  8. #138
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,634
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by RiyahArp View Post
    If we are talking expert, people won't do them. There's no point to it now with eureka, you cap there much easier than you do running experts.
    I can run the fate train in Eureka for 3 hours and still not cap. An ex takes 20 minutes and I need 5 to cap.
    In terms of tomes/h Eureka doesn't stand a chance.
    (0)

  9. #139
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by RiyahArp View Post
    I don't think players as it is can react much quicker to incoming damage. And ugh, again you are asking healing to be much harder if you do this, if the fights themselves remain at the current level. Healing as it is already has a lot to screw up; just because raiders are bored with it doesn't mean making it harder will help anyone
    Firstly - thank you for responding. Secondly, I think you misunderstood me. I'm not saying to nerf healers outright and leave the content alone. My healing model of less bursty damage, less bursty healing go hand in hand and I actually think it leads not only to EASIER healing, but also DEEPER healing.

    I think a post I made to Granyala covers what I was discussing quite well:

    In regards to the current healing model - I think it's much more stressful to your average healer because there's no chance for recovery. It's simply press Heal here, or someone dies because incoming damage is so high even if it's slow coming; whereas my model a healer with slower reactions might struggle to top them off, but can at least stabilize them (say keep a tank at a consistent 60% HP). In the event things go awry they can blow significant MP to help get things under control at a cost to their longevity. Something that the DPS can then back up and help cover (assuming encounter design shifted, which under my model it would). I think it gives them more time to make decisions and more options in how to triage various scenarios.

    The more cures you add, either builder ones or what have you, the more healers become like DPS if content remains the same. If you made it so you had to chain cure 1-2-3 to proc tetra charges for a tank buster, that's a rotation because the fight generally is static. But with more heals, the stricter your rotation is, since you can miss a stone cast, you can't miss a builder heal.
    This is not something I advocated for at all. I don't want a cure rotation (a la healer "combos"). I imagine a builder/spender style as a better rendition of the lily mechanic from WHM. You can accrue the lilies based on casting heals and convert the lilies into either MP, free heals, damage, or some other utility, etc.

    You need enrages to make sure dps aren't carried, and you need to make it so no one can be carried, everyone has to be doing their job to proceed. However you also need to make it so people can actually finish the thing in a roulette and won't get kicked en masse either, or wont get annoyed at other players who need to fail the content to learn it. Again, this is Feast, and compared to other modes of pvp it has gone over like a lead balloon.

    I think people don't realize what they ask for sometimes.
    This response wasn't to me btw. Might be helpful to leave the persons quote info in so they know its them.

    Quote Originally Posted by Remedi View Post
    Hence why I used air quotes.
    My apologies I missed that, but I still think the dynamic concept of DPS check I posted leads to better design compared to the binary example in Fractal HM.

    Quote Originally Posted by Granyala View Post
    I think I know what you mean and I sympathize but would more time to triage make healing easier? The tough part about healing is making split second decisions.
    I casted 2 spells in the wrong order in O6S and as a result the group lived and the tank died (no wipe but I was still pissed about my mistake).
    I think it would yes. A good example would be like let's say you did make a bad decision in triage and spent WAY too much MP stabilizing so now you're low on MP (a healer OOM is likely a wipe as you'd be able to sustain only for a little longer and you'd lose access to your more potent expensive heals you may need to correct mistakes). You could then try and correct that decision by focusing on more efficient MP heals or converting lilies into MP/free heals to try and recover.

    Compare that paradigm against your O6S example where your mistake just instantly cost someone a death and jeapordized the run because of a single poorly timed heal. It gives you a chance to recover from your mistake. Under my design paradigm it'd also allows other teammates to look at your MP and go crap, I need to be smarter with my defensives, and a tank can say - oh i need to shift to more defensive ability usage to give the healer time to recover. I think it creates a more dynamic experience as well as a more in-depth, but simultaneously easier healing experience.

    Not saying I'm right or wrong, just how I feel.

    To be frank though: I do not trust our developers to make it right.

    I know I am egocentric here, but I'd hate for FF to try the same, fail and ruin what I enjoy the most about this game.
    This is a great point. You can say to me, I really think you have some good ideas and you might be on to something conceptually, but I just don't think they can implement it well enough to be worth the trouble.



    Quote Originally Posted by Tridus View Post
    So, I mean, I think having a DPS check like they added in dungeons is a good thing. Maybe the next ones are tuned a bit tighter, but it's a step in the right direction. By itself it can't exactly solve the problem.
    I love DPS checks. I think they should be more widespread. What I don't really care for are binary DPS checks (i.e. pass/fail).

    A good example could have been like the first boss in Fractal HM. Instead of all his bits being active from the get go, they could be periodic spawns. The first one spawns, tank grabs it (and boss obv) and then the DPS/tank/healer kill it. When the boss casts his wall laser move, it revives the current number of bits dead. If any are alive - they also maybe shoot a laser across the direction they're facing (making the follow up mechanic harder). Then this layers on with more bits each time, thus more lasers and more tank damage. Eventually getting overwhelmed.

    It forces every single player to adjust. Tank has to grab progressively more adds and position intelligently if the DPS fail, the DPS has to know AOE thresholds or use CDs responsibly and switch targets, healer has to know when to help DPS and when to focus on healing due to incoming tank damage, and the space in which you have to mechanics gets smaller if the checks are failed. Nothing hard wipes you, you get slowly overwhelmed forcing dynamic responsibility.

    Quote Originally Posted by Nestama View Post
    So something like Halicarnassus in Haukke Manor [Hard]? Once you've killed her adds, she has a 'timer' (or her timer starts the second you engage her. So ~6 minutes to kill her) until she uses Fatal Allure (not slow cast) on someone in the party, which will first instantly kill them and then the party because the player killed probably had 100% HP (you can probably survive it if the claimed player had 10% HP. Have never tested this and I have no idea if she will follow up with another Fatal Allure).
    It's been a veritable minute since I've been in there. I remember adds spawning and she does something based on their remaining HP. I think she, and what you're describing sounds very pass/fail.

    See just above for my response to @Tridus for an example of a different type of DPS check.

    Quote Originally Posted by RiyahArp View Post
    You know, considering how much the raiding community complained over relatively minor changes to monk or drk, and continue to note balance changes that constantly affect the meta, your faith that SE somehow can promote more healing without error is pretty funny. I mean, from lilies to pvp to eureka we pretty much have SE making questionable changes in the eyes of the playerbase, and you really want them to start touching the core of one or even more of the roles?
    Riyah - just like I said to Granyala - if you said Kald, you have some good ideas and I think XYZ, but I'm just not confident they can implement it in a meaningful or good manner. If you obviously don't think my ideas are fine that's all well and good too.
    (1)

  10. #140
    Player
    Tridus's Avatar
    Join Date
    Jun 2017
    Location
    The Goblet
    Posts
    1,510
    Character
    Cecelia Stormfeather
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by KaldeaSahaline View Post
    A good example could have been like the first boss in Fractal HM. Instead of all his bits being active from the get go, they could be periodic spawns. The first one spawns, tank grabs it (and boss obv) and then the DPS/tank/healer kill it. When the boss casts his wall laser move, it revives the current number of bits dead. If any are alive - they also maybe shoot a laser across the direction they're facing (making the follow up mechanic harder). Then this layers on with more bits each time, thus more lasers and more tank damage. Eventually getting overwhelmed.
    Great idea.
    (0)
    Survivor of Housing Savage 2018.
    Discord: Tridus#2642

Page 14 of 15 FirstFirst ... 4 12 13 14 15 LastLast