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Thread: Adding Stances

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  1. #1
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lodi View Post
    There is a 26 pages thread on the topic of healers quitting the job. It's not 26 pages worth of negative feedback, but it is still a big thread about players who are tired of the current situation.

    What you're telling me is like claiming there's no 21 pages RDM issues thread ( http://forum.square-enix.com/ffxiv/t...is-the-outrage ) because not everybody agrees with the OP.

    And again, where is the thread about tanks quitting because all tanks are identical? Where is the thread about dps quitting because all dps are identical? Nowhere, because no other role had it as rough as healers.


    As for queues...
    "You just see what you want to see"
    "I see a lot of quick queues on every role"

    Allow me to mmmmmmh for a moment, would you?

    And tanks barely have anything more to level compared to healers, only one class that's already lvl 60. It's been three months, why is it not back to only tanks in demand yet?


    You can't deny that the demand largely shifted from pretty much only tanks, to tanks and healers depending on the time of the day.

    Players are a lot less interested in healers due to overly simplified kits (and straight up downgrades in certain cases) and no new healers for at least 6 years. And quitters all share the same thoughts: healers are boring.

    If proportionally less players play healers, and they all cite the same reasons... maybe it means that their complaints are justified.
    You just need to take a look at parsers for objective data (Granted they will only tell you what players do and not what they enjoy) . You can see how many healing spells and how many damaging spells we use.
    Exhorbitant amounts of damage single-target spells in Savage and AoE spells in roulettes in comparison to healing, almost three times as much.

    It can't be denied that when it comes to button pressing, healers use their damage spells much more often than healing.

    So then, if players use a part of their kit much more often (and still clear bosses and dungeons), why would you not expand on that part of the kit? Why would you deliberately shrink it, making it less interesting.

    I assume SE simplified the damage spells as to not have them interfere with healing but they forgot to make healing more of a requirement. This we could see even before ShB release. Lot's of healers raised the alarm when they saw the removal of so many damaging spells.
    They thought that healing requierements would then be increased to compensate for that.

    But then we saw Titania's fight from the demo and it was clear the devs didn't actually reduce healing downtime.
    (3)

  2. #2
    Player
    Lodi's Avatar
    Join Date
    Jun 2019
    Posts
    172
    Character
    Eijala Wyman
    World
    Louisoix
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Duskane View Post
    this is not even a real estimate on "healer drought"
    especially when it changes so frequently between healer,tank and even DPS in need for alliance and expert
    all my roulette right now are Tank besides ones i mentioned which are dps
    I'm not saying there is a healer drought , I am saying healers are a lot more often in demand than they used to. I remember back in SB, it was tanks all day, with alliance raid always being the exception. Now? It goes back and forth between healers and tanks. It doesn't mean there are no more healers, it means the proportion of healers is lower than it used to be.

    Perhaps it has something to do with the lack of a new healer, very controversial changes, obvious lack of communication, and countless threads asking to restore SB skills? I dunno.

    Quote Originally Posted by GrimGale View Post
    You just need to take a look at parsers for objective data (Granted they will only tell you what players do and not what they enjoy) . You can see how many healing spells and how many damaging spells we use.
    Exhorbitant amounts of damage single-target spells in Savage and AoE spells in roulettes in comparison to healing, almost three times as much.

    It can't be denied that when it comes to button pressing, healers use their damage spells much more often than healing.

    So then, if players use a part of their kit much more often (and still clear bosses and dungeons), why would you not expand on that part of the kit? Why would you deliberately shrink it, making it less interesting.

    I assume SE simplified the damage spells as to not have them interfere with healing but they forgot to make healing more of a requirement. This we could see even before ShB release. Lot's of healers raised the alarm when they saw the removal of so many damaging spells.
    They thought that healing requierements would then be increased to compensate for that.

    But then we saw Titania's fight from the demo and it was clear the devs didn't actually reduce healing downtime.
    Ah yes, I remember when people justified the pruning by "you won't even have the time to dps, duh!". Yeah no, I never spent to much time pressing 1.
    I mean, we can even outdamage tanks on sunny days.

    Hell, even the role quests are 75% about doing nothing but spam 1. And pretending Repose is useful.


    To return to the original topic, I'd love a milder version of Cleric stance or something like SB Darkside. A toggleable stance that increases damage but reduces healing or MP regen. Just a small thing like this would make healers a bit more interesting without skill-gating more casual players.
    (1)
    Last edited by Lodi; 10-01-2019 at 06:33 PM.