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  1. #1
    Player
    Hatstand's Avatar
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    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by TonberiScholar View Post
    Snip
    Bravo. Couldn’t have said it better
    (1)

  2. #2
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Acesfool View Post
    I've played a few different MMO's and healers never have a lot of dps options. Unless it's a healer who heals through dps, which I only remember one game with that, Rift. As soon as FFXIV began filling with former WoW players I was expecting this to happen. The meters (which I never use or look at) are all anyone cares about. Dungeon groups want to pull wall to wall and expect you to heal through it. Even if you do heal through it they'll complain that you didn't do enough dps. I play a healer or tank to heal or tank. I don't want to be a fake dps when playing those roles.
    But that's how FFXIV is.
    Not because players make it so or WoW players cried for it, it has always been part of the core design of FFXIV. The devs factor in a signifcant amount of both tank and healer dps when designing dps checks. You can like it or not but this hasn't changed since ARR and it likely never will. That is how Square Enix wants their players to play this game, that is how it's designed.
    Healing is obscenely powerful compared to incoming damage even in content you don't outgear.
    Many players cried for a nerf to Final Steps of Faith when it was fresh out and nobody was able to outgear it. But both my co-healer and I always found time to dps even though I played safe at first. Even if someone failed a mechanic, it was possible and even neccessary to safely pass dps checks.

    Healing would need to be drastically nerfed and lots of oGCD converted to GCD skills. And you'd probably need more completely unpredictable damage flying around aswell. It needs a paperbag doing wall-to-wall pulls to force a healer to hardcast one heal after another. Or shire tanks in Doma and later.
    But it didn't happen in any of the patches or expansions and even if the devs would be theoretically willing to fundamentally change that and have ideas how to go about it, I guess by now they're too afraid to take such a drastic step for fear of driving players away from healing.
    Over time it became clear that they're afraid of driving people away with increased complexity of difficulty and by signicantly nerfing healing they would definitely put more stress and responsibilty on healers on top of the general complexity of this new healing.
    (2)

  3. #3
    Player
    TonberiScholar's Avatar
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    Jun 2015
    Posts
    56
    Character
    Esmond Sage
    World
    Siren
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rilifane View Post
    Healing would need to be drastically nerfed and lots of oGCD converted to GCD skills.
    This gets thrown around a lot, but I think it'd actually work better if we did the opposite.

    Hear me out:

    oGCDs are gentler on reaction time requirements but also easier to constrain resource-wise because you can end up having one pool of resources for Healer-specific responsibilities (pool of available cooldowns/charges) and another for downtime responsibilities (MP).

    Remove all the cast-time healing GCDs from the individual Healers (this will only be temporary for some, bear with me). So Physick, Adlo, Succor, Cure, Cure II, Medica, Medica II, Cure III, Benefic, Benefic II, Helios, Aspected Helios. Yank 'em all out (for now).

    Give each Healer a Lustrate/Tetragrammaton/Essential Dignity equivalent with 3 charges on a 20s timer, very early on (like Cure-level now or so).

    Give each Healer a way to do a low-intensity "upkeep" heal (something like Regen, Embrace or Diurnal Aspected Benefic. This'd also need to be early.

    Tie the bare-minimum "expected" Healer responsibilities in Normal-mode content to oGCD healing, and constrain the charges/available cooldowns appropriately. So like on Scholar, instead of being able to spam Physick and Adlo on the GCD, you'd have like three charges of Lustrate on a 20s cooldown, your Aetherflow abilities (Indom/Excog/Sacred Soil) and your Fairy abilities (keep WD as-is, restore Embrace to be manually-targetable, make it stronger, give it like a 10s cooldown).

    Then make Savage require more of your oGCD pool than you "have", at base.

    Then take all the GCDs you just freed-up in combat and all the space in the Healer kits you freed-up and make genuine interactions per-Job with them. Either providing GCD heals, enabling you to have a chance/cooldown for "extra" charges/cooldown resets on your oGCDs or a mix of both, depending on the Job.

    Add some cast-time GCD heals back to the Healers but make 'em important features of the Job, not just a thing they have because they have the thing.

    Make some of them into oGCDs and keep some as-is (because variety helps but variety as part of a coherent kit is better).

    So WHM'd get Cure, Cure II, Medica and possibly Cure III back. Make Medica II into an oGCD with a cooldown same as its duration.

    SCH'd get one of either Succor or Adlo back, but the other should probably cost Aetherflow or have a cooldown (or both). Physick would be gone.

    AST'd get Helios and Aspected Helios back. Benefic and Benefic II would be gone or worked into a revamped Card system.

    If you need to, for leveling purposes, add Physick as a Healer Role action, but make it after the first three dungeons.

    Teach people to heal with their oGCDs and their maintenance heal first and use their Job mechanic interactions from there.

    Spitballing:
    • White Mage: Keep the Lily system, make Cure I MP free, make Cure II proc a Lily. Lower the cooldown on Afflatus Misery to 60s, bump up its potency a bit (to be even with three Glares or so), change Lily Gen to be one every 20s. Let their Tetra recharge chance be on Cure or Glare. They'd be the "endless Healing" healer while also being the "compensated for GCD healing with Lilynuke" healer. So basically "like now but better".
    • Scholar: Make whichever of the GCD heals they kept (either Adlo or Succor) lower the recharge of the Aetherflow action when a shield completely breaks. Make hitting a DoT'ed target with Broil have a chance to reset Embrace or Lustrate's cooldown. Give 'em back Shadowflare as an Aetherflow dump with a cooldown (and with the Slow returned).
    • Astrologian: Cards need help. Put Draw on the GCD, make the action of playing a Card do a Benefic-level heal on the target in addition to whatever buffs they add to them. Add a thing where they select an enemy target with like a "DoT" and that enemy takes damage when they GCD-draw. Maybe make Minor Arcana have a chance to reset ED's cooldown or something. Buffing should be a bigger part of their actions.

    Then, for Extreme/Savage/Ultimate, bump up the amount of needed oGCD heals beyond what you can cover with your "standard" allotment, so you have to use your Job mechanics/GCD-cast things to recharge them quicker.

    We'd end up with a gentler difficulty curve (because reacting is, generally, easier than pre-planning) and more room to differentiate the Healers both thematically and mechanically, since most of the differentiation is in their GCDs but they're intended to handle "easy" healing with just oGCDs.

    Bonus: If you have "intended" things to do with your GCDs that aren't overhealing, people can't complain about people not DPSing (as much) because Healing GCDs would be a mechanic thing instead of a thing you'd be a fool not to trade for DPS GCDs wherever possible.

    Make the boring stuff boring but easy and put most of the in-game combat time into more-complicated but technically "optional" GCD mechanics.
    (0)
    Last edited by TonberiScholar; 07-23-2019 at 01:58 AM. Reason: Wordy

  4. #4
    Player
    Rilifane's Avatar
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    Oct 2015
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    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by TonberiScholar View Post

    -snip-
    While I do like some of your ideas, for normal content or "easy healing", as you put it, it would change next to nothing and healers will remain green dps. A vast amount of players who don't want to be green dps aren't touching savage and don't want to.
    Savage players are not the ones the devs are concerned about when it comes to bumping up complexity and difficulty because it's already known that they can and will always rise to the challenge.
    It sure would be nice for savage players to have complex, engaging healing and dps mechanics with meaningful choices and risks involved.
    But everyone else is left where they are now - and those people are and always will be the majority.

    oGCD healing is more forgiving and easier to balance regarding resources but the problem stands, that any oGCD healing frees space for GCD dpsing and any GCD not spent on healing is a GCD you can and should be spending on dpsing. Which leaves us with green dps outside savage even if the changes you proposed are made.

    Edit: but that said, I would appreciate a change in skill acquisiton so that oGCDs are learned at much lower levels and people learn to use them to their advantage sooner instead of basically overhauling the whole way they healed from 1-50 to 50+ when the oGCDs come in one after another.
    Because as it is now it leaves us with healer thinking their casts are the baseline and oGCDs are solely for "oh shit" situations, so they never use them throughout the fight if the situation doesn't arise.
    If oGCDs are the way to go, it shouldn't suddenly be dropped on your at at later levels. Even spreading them out some more would be nice, like changing the 40s WHM skill from Cure3 (which most people have long forgotten about by the time they reach content where they COULD use it) to DB. Or even ditch Fluid Aura and make DB the 15s class quest skill.
    (2)
    Last edited by Rilifane; 07-23-2019 at 02:09 AM.

  5. #5
    Player
    TonberiScholar's Avatar
    Join Date
    Jun 2015
    Posts
    56
    Character
    Esmond Sage
    World
    Siren
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Rilifane View Post
    While I do like some of your ideas, for normal content or "easy healing", as you put it, it would change next to nothing and healers will remain green dps.
    My hope would be that with the increased chance for Healer differentiation granted by this change that they'd be able to make a buffing/non-direct damage option (like the AST kludge I mentioned) more appealing, even if it's really just like a buffing "skin" on top of a GCD damage filler. With the whole "playing a Card both buffs a party member and damages an ally" thing.

    In practice, it probably wouldn't work out that way, but it'd at least be closer to "able to accommodate both preferences" than what we have now, I think.

    Party DPS is the universal MMO currency, and it always spends, but we can at least change the form that increased party DPS has, if not debasing the value of increased party DPS completely.
    (0)

  6. #6
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,135
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Surely there must be some way both ‘DPS healers’ and ‘pure healers’ can both be happy? Does it really have be one or other?

    I don’t know how but surely there must be some way to accommodate both or give people the some kind of option between which one they’d rather be? Ultimately this debate won’t settle if we have to choose one or the other, because ultimately only one half of the group is going to satisfied. It just doesn’t seem to right for one half to suffer for the other to be happy.
    (1)

  7. #7
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Connor View Post
    Surely there must be some way both ‘DPS healers’ and ‘pure healers’ can both be happy? Does it really have be one or other?

    I don’t know how but surely there must be some way to accommodate both or give people the some kind of option between which one they’d rather be? Ultimately this debate won’t settle if we have to choose one or the other, because ultimately only one half of the group is going to satisfied. It just doesn’t seem to right for one half to suffer for the other to be happy.
    In casual content, yes. But when it comes down to it, either a healer is capable of getting you through content or they're not. You'd need both dpsing healers and non-dpsing healers to be capable, otherwise they'd just be unplayable, but from the group's perspective, getting a non-dps healer is just a loss (unless there's an equivalent buffing system. And... I don't really understand why people would go for an offensive buffing system when they don't want to dps. Roleplay?). As such, dps healers would absolutely get preferred. WHM has survived in the past as a less-dps-ey healer (compared to SCH) because despite the fewer abilities it could still push out damage. And if that's the standard we're going for (simple damage as opposed to no damage) we're fine. We already know how to have a healer that does that (please, let it not be all of them).

    I've been ruminating on solutions. I may post some for discussion when I'm not so tired. I agree that we need to find some middle ground, because I don't want my healers back at the expense of other people's (although it still baffles me why people are so opposed to dps abilities being THERE. If you want to be a pure healer just take them off your bar).
    (0)

  8. #8
    Player
    Acesfool's Avatar
    Join Date
    May 2015
    Location
    Amelia OH
    Posts
    207
    Character
    Aces Fool
    World
    Malboro
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Hatstand View Post
    I've been ruminating on solutions. I may post some for discussion when I'm not so tired. I agree that we need to find some middle ground, because I don't want my healers back at the expense of other people's (although it still baffles me why people are so opposed to dps abilities being THERE. If you want to be a pure healer just take them off your bar).
    I have no problem at all with the dps abilities being there. My problem is with the notion that healers should be more focused on dps than healing. To me it's like getting into your car and being upset that it doesn't have all of the capabilities of a boat or a plane.
    (2)

  9. #9
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Acesfool View Post
    I have no problem at all with the dps abilities being there. My problem is with the notion that healers should be more focused on dps than healing. To me it's like getting into your car and being upset that it doesn't have all of the capabilities of a boat or a plane.
    Where do you get that impression? If it’s the people who say we spend 90% of the fight dpsing, that’s because because that’s how encounters are designed, not because we think dpsing is more important than healing. We’re making a big stink about our dps kits because that’s what they broke. I’d be equally up in arms if they removed all our healing buttons ixcept Physick, Aldo, and Succor.

    Edit: I see someone who said exactly that a page ago, but you can support our plight without buying into that idea.
    (8)

  10. #10
    Player
    Typhoria's Avatar
    Join Date
    Jun 2015
    Posts
    170
    Character
    Typhoria Nightwish
    World
    Faerie
    Main Class
    Gunbreaker Lv 80
    One of the main problems is how the formula is always the same.

    Boss hits tank. Boss does tank buster. Boss does unavoidable AoE. Repeat.
    Avoidable AoE is sprinkled on the ground, acting almost as a death sentence.

    Also, knockoff edge instant kill AoE is boring and extremely lazy.

    There is very little persistent damage that has to be watched out for, everything that isn't avoidable is just a burst. Throw out some mechanics where a few players have to manage stacking DoTs.

    There could be a mechanic that requires an add to be tanked by DPS that gives a debuff. When the add dies, the player with threat gets nuked, amplified by stacks. Requiring the off tank to pick up the add before it dies, but not too soon or the tank will get too many stacks and die.
    (1)

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