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  1. #131
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Billythepancake View Post
    Remember 5.0 AST? Its healing potencies were so weak it couldn't do its job for normal content, not without a really good tank and coordination. There's a reason come 5.05 they had a page long list of changes, most of which were potency changes.

    I'd rather just have something to do in downtime then them try and get rid of it. This game is meant for more casual players, making it harder would go against a huge portion of the player base. Having more DPS buttons to press isn't going to change the playstyle of players that already spend most of their time healing when they should, and it gives the better players something to do.
    Actually it wasn't that they couldn't do normal content/big pulls etc it was that it was inferior to whm/sch in every way(healing output, rDps, pDps)that prompted the page long buffs of potency, had whm and sch had the same healing output as 5.0 ast they would've been far closer to their intended healer design, but they didn't they had 1 that was an outlier but was hitting their goal and 2 far above their intended goal and they decided to buff the one rather than nerf the 2.
    (3)

  2. #132
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Recon1o6 View Post
    3. Monk, Bard, Drk and Warrior are desperate for some love.
    Quote Originally Posted by Recon1o6 View Post
    6. The reception of overhauled jobs this expansion has been mixed. Mch and Drk got the most radical ones and they are in the middle of the pack with some that like the changes and others that feel they are completely off from what they are supposed to be.
    So a few thoughts. First, Ive been DRK main since HW pretty much, and they have now 'streamlined' teh class twice in a row. The problem from my experience is they keep 'dumbing' down the class. The class was hardest to play in HW, but it was also the funnest and most rewarding. In SB, it had its difficulties, but was easier. The biggest gripe was the excessive use of DA. Now its easy to play - Blow your CDs, make sure you can pop Delirium and spammotard Bloodspiller, use EoS until you only have 3k mana left. It's not all that deep of a class and is a discount version of War.

    Now to be clear, this doesnt mean the class is broken. It is very functional. It does it's job as a tank, thanks to extremely powerful abilities like TBN, and the scaling on damage makes it decent. It's just that IMO it is incredibly boring to play now and makes me not want to play it anymore. The irony is that the poll actually is very telling about what people find fun. GNB is mechanically a lot closer to HW DRK than the current DRK is, so it's not a surprise I like playing GNB along with many other people. And to be clear how boring I find DRK, I would rather have SB DRK with DA spamming over this current iteration. It's easy to play and pick up, and threat management is so brain dead easy now, with the homogenization of tank CDs, it's pretty uninteresting. And while I know some people argue about "Well players dont want more difficult tanks", the issue is that GNB is a harder/difficult tank to play and yet it is widely enjoyed it seems. So the idea we cant have 'harder' tanks to play is bunk.

    As for MONK, I was not a fan of how monk was at the end of SB because it felt clunky. This ShB version I actually enjoy more than the "Use Tornado kick, stance dance a bunch with shoulder tackle to get GL stacks rapidly back," etc etc just felt overly clunky and stupid to play. The version we got now is a bit more satisfying if you manage to do the opener and subsequent play right, but it is also a bit more straight to the point. Once you understand your rotation, there isnt too much thinking involved unless your fight interrupts the groove you got into.


    Yeah monk could use some clean up cause a few of its better skills are very niche, and DRK needs to either be reverted or overhauled yet again. The funny thing about DRK was that a friend of mine was joking around a bit and told me when ShB was announced "Oh S***! DRK is the poster child class for the xpac! Are you ready for it to be kinda garbage!". Yeah feels like whatever class they make the 'class' of the xpac, its gonna be crap or mediocre at best.

    Bah, just give us back HW DRK....
    (3)

  3. #133
    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 Sylve View Post
    SE: Healers that sometimes do Damage.
    Players: DPS that sometimes heal.

    The above is the problem. The smooth perfect runs are the runs i hate the most as a Healer. Healing as a Role is at its most engaging when shit is hitting the fan.
    We dont need "bigger" damage hits, we need more frequent hits to the party that aren't on a script.
    Boss Autos need to be punishing rather than Busters being the exclusive threat to a Tanks life.

    For as long as we can line up oGCDs and other big heals to incoming damage with precision, we'll never get Healing that is engaging for the whole fight.

    We need random damage. IMO. Downtime should be topping off party members with smaller cheap heals as opposed to only ever healing the party exclusively through AoE oGCDs and Medica II.
    I m not sure the reactionary healer gameplay pairs well with how server tics work. The amount of times I threw an adlo only for the tankbuster to go off and hit throught the shield is astounding.

    With a constant 0.3s delay on effects (sometimes even more) clutch plays witch are common in a heal sustain system are just not possible in FFXIV. Not to speak about that 2.5 GCD, which makes reactionary GCD healing even more frustrating.
    (3)

  4. #134
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by GrimGale View Post
    I m not sure the reactionary healer gameplay pairs well with how server tics work. The amount of times I threw an adlo only for the tankbuster to go off and hit throught the shield is astounding.

    With a constant 0.3s delay on effects (sometimes even more) clutch plays witch are common in a heal sustain system are just not possible in FFXIV. Not to speak about that 2.5 GCD, which makes reactionary GCD healing even more frustrating.
    It didnt hit through the shield, It hit before the shield applied. Same thing happens with everything from TBN to Benediction and even affects Wildfire. Its less to do with server ticks and more to do with the timing of effects vs their animations.

    The buster gets cast but the animation delays the damage. The damage is calculated when the cast finishes, Not when the animation hits and the damage appears on the victim. If you ever see an attack deal damage despite Galvanise being present, you were too late applying the effect.

    The same thing is what causes the disconnect people have with AoE markers. The good old "But i was out of that!". Nope, they were out of the animation, But the animation doesnt care. it recorded them as being within the marker when the cast finished. Thus, damage is applied no matter how far away from it they get.

    In a scenario where incoming damage is not predictable but also has scripted attacks, Healers would need to spend GCDs topping players up as opposed to the current situation of "Its fine, They wont take damage for exactly 13.49 seconds when the next scripted attack happens so i don't need to heal them right now, an oGCD later is fine".
    (1)

  5. #135
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by ReiMakoto View Post
    Well no. Re read what I said. If it was 225 sure you could solace the tank and it would be damage neutral. Or you can use this new tool (provided healing isn't needed) to prevent overcap save your healing lilies for when the boss isn't targetable to charge a blood lily. Or another scenario, say you've already charged a blood lily, and you're saving it for a raidbuff window (i.e. trick attack) or an add phase, but you need a weave/movement tool, it gets its use there as well without overcapping your blood lily. A 225 potency tool would have its own niche which adds more depth to approaching combat without being very strong.
    I hear you. I still think that's much too limited a use.
    There are only a handful of cases where this would be relevant:
    1) You're at the end of the fight and know you won't get another misery but still want to make use of your lilies. Typically here your co-healer will already pick up the healing from you because it's more efficient. So you wouldn't use this 225 potency attack instead of glare anyways. So it limits it even more to being a movement/weaving tool for the last 80s seconds or so (at most) of an encounter.
    2) You're holding a blood lily and need a movement tool. Very situational but indeed a legit, efficient use for this. There are other ways of accomplishing this as well, going back to my previous comment this is one of the many ways a dps ogcd could be used. Paired with a dia refresh for instance.
    3) Lastly and this is a real stretch but I want to include it just for the sake of being somewhat thorough. You've been holding a blood lily for 2mn and need a way not to overcap. Needless to say this is all around poor play but, again, lets just throw it in.

    At 225 potency it would be an extremely situational tool, really only relegated to the last minute or so of a fight and some fringe movement issues around buff windows (that could be resolved in other ways). It also comes with the potential downside of people misunderstanding it's use and treating it like a dps alternative. At higher potency you risk running into the issues highlighted in my previous post. Those issues can be ironed out, especially with a total healer rework (aka a new expansion release) so I wouldn't be surprised to see this become an option in the future if SE are willing to offer a bit more healer diversity.
    I just think it wouldn't make much sense to add it in the current state of affairs when some other options would be way more streamlined, like adding potency back to fluid aura for instance, which would also have the effect of making the WHM gameplay flow a little better.
    (0)
    Last edited by EaMett; 04-29-2020 at 03:53 AM.

  6. #136
    Player
    Ursa_Vonfiebryd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    727
    Character
    Ursa Nightrain
    World
    Mateus
    Main Class
    Bard Lv 100
    Quote Originally Posted by Satarn View Post
    The problem is they don't actually.

    If SE stopped at just removing enmity dumps from DPS/healers I'd agree with you - the system where aggro management was mostly on anyone but the tanks was stupid - but they've also removed all threat management from tanks themselves at the same time and buffed the new, cost-less tank stances so hard, that it's near impossible for tanks to lose aggro unless they die. I'd say this certainly isn't as it should be.
    Unfortunately the Tank community communicated, by way of the behavior that I described before, that they just want to do more damage. So now you can put on a stance and whale away. I know not every tank was like this--many also took their roles seriously and enjoyed the challenge of maintaining a balance between enmity and dps but unfortunately a large portion of the community decided they liked it better when everyone else did their job for them, so now you can just wear a stance and dance (but not stance-dance, them days are over).
    (1)

  7. #137
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    Quote Originally Posted by EaMett View Post
    I'm not sure what part isn't convincing you.
    I'm simple-minded about it. If there's no reason to heal and you have a lily, I want to spend my lilies on something that isn't a heal. Right now the thought of spending Lilies for Afflatus Misery when healing isn't needed feels wasteful to me, when there's potential for another option to spend it on. It's why I compared it to Scholar's Aetherflow. I like that there is a choice to where I spend my resources on.

    And yeah I should've clarified, I want it to be an ogcd attack if anything. It *could* not grant a blood lily but frankly, you'd might as well use the heal to gain them, then earn and use a Misery ASAP because that would be too situational.

    I won't pretend to be a game dev and think this is balanced, I'm only asking for more options and I gave an example.
    (1)

  8. #138
    Player
    Halivel's Avatar
    Join Date
    Sep 2015
    Location
    Golmore
    Posts
    1,476
    Character
    Elja Djt-dvre
    World
    Sagittarius
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ursa_Vonfiebryd View Post
    Unfortunately the Tank community communicated, by way of the behavior that I described before, that they just want to do more damage. So now you can put on a stance and whale away. I know not every tank was like this--many also took their roles seriously and enjoyed the challenge of maintaining a balance between enmity and dps but unfortunately a large portion of the community decided they liked it better when everyone else did their job for them, so now you can just wear a stance and dance (but not stance-dance, them days are over).
    As much as I enjoy current Tanks shape (and find it probably the best rework so far in terms of funcionality and opening possibilites, even though for some people the role became boring), the community's focus on "we need more damage, you need more damage, everyone need more damage" baffles me. I know that our encounters with their dps cheks design are partly at fault for this, but it's still annoying. I'm a tank, I'm playing my job to tank.

    At this point, what we should have is not redesigning jobs (again) but going away from "do as much damage as possible" design to "do mechanics right and clear the encounter thanks to this". To be fair, it already works like this to some extent, it just would be nice if it was the main focus, with mechanics that obviously separate each role from each other so people would actually feel that some things can be only done by a specific role, and not by "blue/green/red dps". Because just redesigning jobs again and again won't really help without a bit of tweaking on battle design itself, it should happen in tandem.
    (0)

  9. #139
    Player
    Grimr's Avatar
    Join Date
    Feb 2016
    Posts
    197
    Character
    Grimr Astral
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Do not need a poll to see brd and monk needs some help. Mine are not 80 yet but the dmg is lacking. I wouldn't mind my dps stance back for tanks. Of course i also want stoneskin back but that wont happen. AST cards are currently useless. So it needs attention. Yoshida also owes the entire healing community two new healing classes for 6.0 next exp. pack. Also need to buff all dps at 6.0 or earlier to match up with summoner. Personally i would like astral soul earlier than later... Got a lot work to due before next year.
    (0)

  10. #140
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    Hopefully Tanks get some attention next expac like yeah they are "Balanced" but all 4 have some issues with them like War got pretty much nothing, Dark is a different job, Pld utility is awkward and GNB utility seems so much of a after thought and Aoe is extremely boring compared to other 3.
    I enjoy the aggro changes but because aggro is so easy to keep track off now these jobs need a little bit more depth or to get back what some had before.
    (0)

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