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  1. #1
    Player
    Luin's Avatar
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    Dec 2017
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    287
    Character
    Luin Vereist
    World
    Lamia
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Lambdafish View Post
    I think the best way to handle this kind of content is to make it 5-8 man content.

    I understand that you want strain as a healer, but that's not what is being said. It's not that difficult 4 man content puts too much strain on a healer, its that the stress of playing a healer in this kind of content is massively disproportionate to that of tank or DPS, meaning that the content would always consist of long queues of people waiting for a healer, as everyone will queue as the easier roles.

    The 8 man system works, and I would love an 8 man dungeon (like castrum/praetorium) as our difficult dungeon content.
    You're missing the point. 8 man content has to be designed entirely differently than 4man. An 8man dungeon would basically just be another raid.

    OP I agree. Personally I despise PoTD. It's boring.

    I don't want monsters with ridiculously high stats with swapped movesets, repetitive textures and maps. I want cohesive design, interesting themes and unique mechanics designed specifically for 4 players.
    (1)
    Last edited by Luin; 04-20-2018 at 10:30 PM.

  2. #2
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
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    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Luin View Post
    I don't want monsters with ridiculously high stats with swapped movesets, repetitive textures and maps.
    Truth be told, I think that it's this notion where the whole "strain on the healer" idea comes from.

    You can make completely brutal and unforgiving content where a healer isn't even needed, much less pressured. Easily in fact, by simply bombarding people with insta-wipe mechanics that either kill everyone or deal no damage at all - As a bonus, in a standard group, the healer is exempt from them all. An extreme example, naturally, but it's meant to emphasize one simple fact:

    The strain put on someone is proportional to the impact they have.

    In the above example, there is nothing to heal, nor res, so heals and res are virtually powerless and healers don't even participate in the mechanics, so they have a very low impact on the fight as a whole. They're just a bit of bonus DPS and can do whatever they like. As a consequence, there's little to no pressure on them.
    The other party members however have a huge impact on the fight, because they have the power to prevent an instant group wipe. And they need to use it, every time, without fail. Each of them has a large impact on the group, which puts a large amount of pressure on them. And even if you include healers in the mechanics, the pressure on them would never exceed that of the other party members.

    As such, it doesn't necessarily follow that the stress on a healer is automatically disproportionate to that of other party members. It is entirely dependent on how much impact on the outcome you are giving the jobs and roles. If one has no power and no impact, they can do whatever they like, it doesn't have any effect and therefore pressure is low. If one person dwarfs everyone in power and impact, every decision they do weighs heavy and the pressure is high.

    Simply upping the damage people take (as they do in PotD) makes the power of heals more impactful, as less of it becomes wasteful overheal. As a result, strain on the healer goes up. By limiting the impact heals (and res) can have however, you also limit the pressure on healers. And the same goes for all other roles - The higher their impact, the higher their strain. Look no further than enrages, which makes DPS far more impactful (it suddenly impacts whether you clear at all, not just when), thereby increasing the pressure on DPS. And if the healer has a disproportionate strain on them, that just means you gave them a disproportionate amount of impact.

    So... you can simply design the content to match. It "is" pretty hard to do with healers nowadays simply because they have such truckloads of power in their spells and limiting their impact usually comes at the cost of highly frustrating mechanics. Bad design begets bad design. But it's quite possible if you go out of your way.
    (0)

  3. #3
    Player
    Luin's Avatar
    Join Date
    Dec 2017
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    287
    Character
    Luin Vereist
    World
    Lamia
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Zojha View Post
    Truth be told, I think that it's this notion where the whole "strain on the healer" idea comes from.

    You can make completely brutal and unforgiving content where a healer isn't even needed, much less pressured. Easily in fact, by simply bombarding people with insta-wipe mechanics that either kill everyone or deal no damage at all - As a bonus, in a standard group, the healer is exempt from them all. An extreme example, naturally, but it's meant to emphasize one simple fact:
    Personally I wasn't complaining about healing, I was complaining about PoTD. And raid content isn't designed like that either.

    In my opinion the subject is not so much about "healer strain" as it is actual content. I cant remember any dungeons that had real mechanics that had to be done properly or you wipe. Why are dungeons not held to the same standard as normal mode raids, let alone EX primals or even Savage? Why are dungeons mindless facerolls? We don't need every single dungeon to be roulette fodder for weeklies. We can deal with a few high difficulty ones with persistent mechanics.

    It's not fair to say something is a highly frustrating mechanic? That's the point. AoEs aren't mechanics (AoE and nothing else, I mean). We've had mechanics like Allagan Rot, Conflagration, Double Drill and Ferrofluid for years. Why aren't these mechanics being used in dungeons? Are they too hard? That's the point. If players never practice them then they will always be too hard. Dungeons are perfect low stress environment for this purpose. Throw all of that in a dungeon, spread it out between the first 2 bosses, then have the last boss do all of it, then add a mindjack and remove the walls. There's your boss and it's harder than 90% of dungeons in the game. I bet I could write an entire encounter based on this, I bet anybody could, with the current standard of dungeon quality. So why aren't we getting actual content in dungeons? Why is it 9/10 times a tank and spank, no different than just going into a FATE and killing a bunch of enemies over and over, just with a change of scenery and music? Am I asking for raid content in dungeons? No, not at all. But I would like to be held to some standard in dungeons. Imo it's not acceptable that a party could spam flash, cure, and heavy thrust and make it through every dungeon.
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    Last edited by Luin; 04-21-2018 at 01:21 AM.