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  1. #31
    Player
    Makarrov's Avatar
    Join Date
    Oct 2013
    Posts
    58
    Character
    Sef Makaro
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Shurrikhan View Post
    We've seen no proof that they will ever "make healing a more challenging experience" and their only trends thus far have been to make healer DPS easier with each expansion.

    And within any given GCD outside of emergencies, DPS should be the priority, not healing. There are no immediate unmarked two-shots in this game avoidable only by precasting or oGCDs; there's nothing to hold your attention in anticipation of.

    Thus, healing ends up much like enmity (if enmity also had massive oGCD boosts via CDs that were largely wasted in held); you need only a maintain a certain margin (1 or more HP) while maximizing damage. The only further limitation is that HP is capped while enmity is not. Prioritizing healing for unnecessarily immediate or GCD-based response therefore reduces the output over time of your healing abilities (not Spells, Abilities -- oGCDs). Given how scripted fights are, a schedule-according-to-dps mentality often tends to create simpler and more reliable responses to mechanics for the healing, as well.

    You have one output which is uncapped but for which time opportunities for optimization are far more narrowly defined, and another which is capped but with less defined opportunities for optimization so long as its abilities are being used on CD. Prioritize by the stricter one and flesh out the other as needed, leaving space for your oGCDs.
    That may work fine for coordinated savage/extreme runs, but I think most people’s complaints come from this tactic in dungeon runs too. Runs that are almost completely uncoordinated and where there’s usually very little communication. People don’t like having low hp and seeing a healer still casting dps spells. Is it really so hard to keep a group around 75% hp for that comfy feeling vs keeping them at like 9.6782% so they just barely don’t die to the next unavoidable damage? A living party member does more damage than whatever 1-2 more spells the healer would have gotten off.

    It’s getting pretty annoying how much people are trying to optimize the fun out of the game.
    (8)

  2. #32
    Player
    Makeda's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Makeda Fyah
    World
    Ultros
    Main Class
    Reaper Lv 90
    My third job is SCH so for the folks complaining about SCH healers I think one issue might be that most of the faerie abilities have no tooltip and are commands. If you five 2 commands before the fairie has done either the second overwrites the first but both go on cooldown... and there’s no indication to show tour faerie casting it so you just have to space it out and hope... in less busy fights you can hear it or see the effect... but in hectic pulls you won’t.

    Yoshi-P says they plan to at least fix the tooltips.

    That said... I see what folks are noting when I go on my tank. I make a point on GNB to overuse my mitigation cooldowns in dungeons... and I still see healers struggle. I am at 443 iLevel and melded and using my cooldowns and trying to keep mobs in front of me. I don’t go down suddenly... I get worn down and stay there...

    I am mot sure why... I do see a lot of healers struggle with MP.

    Something in there is just... off... I need to run more experts on my SCH and see if doing it from the other side helps me see it more.
    (1)
    Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
    Until the philosophy which holds one race superior and another inferior is finally and permanently discredited and abandoned, everywhere is war - Ras Tafari.

  3. #33
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Makarrov View Post
    That may work fine for coordinated savage/extreme runs, but I think most people’s complaints come from this tactic in dungeon runs too. Runs that are almost completely uncoordinated and where there’s usually very little communication. People don’t like having low hp and seeing a healer still casting dps spells. Is it really so hard to keep a group around 75% hp for that comfy feeling vs keeping them at like 9.6782% so they just barely don’t die to the next unavoidable damage? A living party member does more damage than whatever 1-2 more spells the healer would have gotten off.

    It’s getting pretty annoying how much people are trying to optimize the fun out of the game.
    But what about the people who find optimising fun?
    (2)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  4. #34
    Player
    Makarrov's Avatar
    Join Date
    Oct 2013
    Posts
    58
    Character
    Sef Makaro
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by ReiMakoto View Post
    But what about the people who find optimising fun?
    If your version of optimizing is leaving people one gcd from death, maybe find a group that agrees? To everyone else it looks like a half assed job being done. And it carries an innately higher risk of unforeseen error resulting in someone dying, negating any potential gains.
    (7)

  5. #35
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Makarrov View Post
    That may work fine for coordinated savage/extreme runs, but I think most people’s complaints come from this tactic in dungeon runs too. Runs that are almost completely uncoordinated and where there’s usually very little communication. People don’t like having low hp and seeing a healer still casting dps spells. Is it really so hard to keep a group around 75% hp for that comfy feeling vs keeping them at like 9.6782% so they just barely don’t die to the next unavoidable damage? A living party member does more damage than whatever 1-2 more spells the healer would have gotten off.

    It’s getting pretty annoying how much people are trying to optimize the fun out of the game.
    It has no relevance to difficulty or area of play. One should be considering their free sources of healing as an output which can be optimized. Excessive GCD healing usage delays effective use of oGCD healing, thereby reducing oGCDs to be used over time and adding uncertainty into the rhythm of play.

    For instance, when my healer will always cover the first heal with Tetra if available, then I need only remember if it's been used in the last 60 seconds and I can proceed with confidence, knowing between that my own AoE, the healer's mobs, and that of at least one DPS, enough mobs will be dead by the time my CDs are down. I'd rather track CDs than be uncertain as to whether they'll be used. In wall-to-wall pulls, so long as party AoE damage is decent and healing abilities are used consistently, I'm safe. There's really no further stress, largely because of that simplifying "optimize outputs" mindset. It's only in very difficult content into which healer GCDs (and mob kills) will be insufficient to keep me alive after my major mitigations CDs have fallen off and oGCDs must therefore be saved for passive mitigation only that this method actually becomes merely as difficult as "regular healing", rather than... less.
    (1)

  6. #36
    Player
    Cain-Galeserpent's Avatar
    Join Date
    Jul 2019
    Location
    Gridania
    Posts
    9
    Character
    Cain Galeserpent
    World
    Twintania
    Main Class
    Bard Lv 80
    FFXIV is worst and worst every year.
    I have the same issue with the noob healer, and when that shit happen?.. i just remove my Emt ability, and laugh at healer die before kick him from party.
    (1)

  7. #37
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    I've seen a few healers struggle in Amaurot, mostly with the bombs tethering on to the DPS so they end up having to keep multiple targets healed as opposed to just focusing on the tank. Well perhaps struggle isn't always the correct word, one time a WHM was too busy DPSing that a self destruct killed me because i was at 30% or so HP before it happened, a little top up beforehand and highly likely I would have survived but c'est le vie. Just carry on with the run, hardly worth calling anyone out on anything most of the time.
    (0)

  8. #38
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Makarrov View Post
    If your version of optimizing is leaving people one gcd from death, maybe find a group that agrees? To everyone else it looks like a half assed job being done. And it carries an innately higher risk of unforeseen error resulting in someone dying, negating any potential gains.
    Hard disagree here, I tend to leave people at 20-25% with ogcds in the bank and a bit higher if im out of ogcds, on ast the lower they are the more return i get from essential too. Also if i saw someone pumping damage and letting people get low but not dying i would assume the exact opposite of being half assed, theyre putting in more effort than cure bots
    (3)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  9. #39
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    You people are putting /way/ too much confidence in healers. 90% of the time dipping below 10% in a dungeon run, whether during trash or a boss, means you are about a second away from a wipe. Consider for a moment that the average player knows little of what they're doing - and they often care even less. Y'know what happens when you assume a healer knows what they're doing? Repair bills.
    (3)

  10. #40
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    Quote Originally Posted by Absimiliard View Post
    You people are putting /way/ too much confidence in healers. 90% of the time dipping below 10% in a dungeon run, whether during trash or a boss, means you are about a second away from a wipe.
    How often do you wipe in dungeons? I play only tanks and healers right now, only done wall-to-wall pulls (with a few exceptions) in the whole Shadowbringers, and only experienced I think three dungeon wipes during the whole expansion (and I just got the 100 dungeons achievement on Gunbreaker, and additionally have been doing dungeons to level Paladin, Scholar, White Mage, and Astro to 80). Reading posts like these makes it seem like they would be a common thing, something to be constantly afraid of, while in my experience they are extremely rare, so I'm a bit confused.
    (2)

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