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  1. #1
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by tearagion View Post
    I'm not debating balance, I'm inferring what I could reasonably believe SE's balance policy to be based on role distribution and developer comments, which is admittedly still spotty especially in RDM's case. Either way I don't think it contradicts my original assumption.
    I thought your original point was that melee's favoritism wasn't nonsensical, which it -absolutely- is given Square's systematic stripping of role-specific difficulty from them. "Range" isn't an advantage when there are five square yalms in the entire arena unreachable from max melee, which mechanic design never forces the whole party into (or makes the boss untargetable and forces downtime on everyone if ranged classes could possibly get a single GCD of uptime that the melees couldn't).

    Advantages are only advantages if the game lets them be advantages. Square has spent all of Endwalker insisting that Range is an advantage large enough to justify a huge DPS cliff between melee and non-melee, while designing an expansion's worth of fights that let you punch bosses from the next city over and pretend that's not "range".
    (4)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Semirhage View Post
    I thought your original point was that melee's favoritism wasn't nonsensical, which it -absolutely- is given Square's systematic stripping of role-specific difficulty from them.
    Not in agreement with Tear here that range is an meaningful advantage outside of whatever context (the content) makes a difference in uptime for self and party, but...

    The difference in difficulty between something like MNK and SMN/MCH isn't just having to move around for positionals, though. There's a fair bit that remains even after enlarged hitboxes.

    What's more spotty is the RDM<>SMN situation.
    (0)

  3. #3
    Player
    tearagion's Avatar
    Join Date
    Nov 2020
    Posts
    254
    Character
    Tearagi Eruzure
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Semirhage View Post
    I thought your original point was that melee's favoritism wasn't nonsensical, which it -absolutely- is given Square's systematic stripping of role-specific difficulty from them. "Range" isn't an advantage when there are five square yalms in the entire arena unreachable from max melee, which mechanic design never forces the whole party into (or makes the boss untargetable and forces downtime on everyone if ranged classes could possibly get a single GCD of uptime that the melees couldn't).

    Advantages are only advantages if the game lets them be advantages. Square has spent all of Endwalker insisting that Range is an advantage large enough to justify a huge DPS cliff between melee and non-melee, while designing an expansion's worth of fights that let you punch bosses from the next city over and pretend that's not "range".
    It isn't nonsensical, even discounting the lack of an uptime struggle, there's still half of the dps jobs being melee, and melee jobs having more playrate to consider. Having 2 of them being preferable in a party is healthier for pf. Not saying I agree, but it's not without sense.
    (1)

  4. #4
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,024
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    So, I finally got around to clearing P11S (I know I'm late, feeling a bit burnt out, so just casually pugging, no rush to clear), I did a lot of safety shielding just for the clear, final tally was 167 Broils IVs, 32 Ruin IIs, 25 Succors, 23 Biolysis, 5 Adlos, that's a 66.27% rate of spamming 1 button. That's with a Succor before every mechanic and at least 2 Succors every cast of Styx. Would be nice if we had some other buttons to press once in a while.
    (5)

  5. #5
    Player
    Join Date
    Oct 2021
    Posts
    959
    Quote Originally Posted by Aravell View Post
    So, I finally got around to clearing P11S (I know I'm late, feeling a bit burnt out, so just casually pugging, no rush to clear), I did a lot of safety shielding just for the clear, final tally was 167 Broils IVs, 32 Ruin IIs, 25 Succors, 23 Biolysis, 5 Adlos, that's a 66.27% rate of spamming 1 button. That's with a Succor before every mechanic and at least 2 Succors every cast of Styx. Would be nice if we had some other buttons to press once in a while.
    Clearly, Savage is so hard that juggling Miasma, Miasma II and Shadow Flare along with Broil and Bio would just be too hard!

    I've cleared every bit of high end content that has been released this expansion with the exception of TOP and P12Sp2, and the latter I assume we'll clear in the next week or two and I'm not stressed about it. With that being said, I can say safely say that there isn't a single bit of content in this game where healers couldn't not have a few more DPS buttons. It doesn't exist. The 5.0 gutting of Scholar has been a failure and the developers need to take a hard look at this role because it is not fulfilling its primary duty to be fun and engaging to the player at all levels of play.
    (8)

  6. #6
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,024
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Nizzi View Post
    The 5.0 gutting of Scholar has been a failure and the developers need to take a hard look at this role because it is not fulfilling its primary duty to be fun and engaging to the player at all levels of play.
    Honestly speaking, I don't think the primary goal of the current healer design is for it to be fun and engaging for the healer player at all. If you look at the design from that perspective, the design is incredibly bad and makes little sense.

    However, if you look at the design from the perspective of one that's being healed, everything makes sense. The simplified damage kit is so that the healer will make sure that you never die, they're always available to top you up from your mistakes, their bloated OGCD kits make it so they always have a way to fix mistakes made by you or others, etc.
    (14)

  7. #7
    Player
    BRVV's Avatar
    Join Date
    Oct 2021
    Location
    The fallen city of Insomnia
    Posts
    1,009
    Character
    Viz Vale
    World
    Spriggan
    Main Class
    Sage Lv 90
    Quote Originally Posted by Aravell View Post
    However, if you look at the design from the perspective of one that's being healed, everything makes sense.
    100% aggree. It's like the role was designed for NPCs and bots to play.
    (7)
    Will put you on ignore if you can't form a logical argument but argue nonetheless

  8. #8
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by BRVV View Post
    100% aggree. It's like the role was designed for NPCs and bots to play.
    And then there's Krile, casting Aero 3 as the biggest middle finger to us players.
    (7)

  9. #9
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Aravell View Post
    Honestly speaking, I don't think the primary goal of the current healer design is for it to be fun and engaging for the healer player at all. If you look at the design from that perspective, the design is incredibly bad and makes little sense.

    However, if you look at the design from the perspective of one that's being healed, everything makes sense. The simplified damage kit is so that the healer will make sure that you never die, they're always available to top you up from your mistakes, their bloated OGCD kits make it so they always have a way to fix mistakes made by you or others, etc.
    Well, I mean it isn't as though the game designers mained other jobs , do they? Oh..wait..
    (3)

  10. #10
    Player
    SilversLyu's Avatar
    Join Date
    Feb 2022
    Posts
    109
    Character
    Neni Feanie
    World
    Lich
    Main Class
    Summoner Lv 100
    Imagine behaving like Healers dont need to focus on dps as much, but tanks do and can with having their own rotation even. That is coming from the dev team, in a game where every job in truth is a dps. Bruh. As much as I actually love the combat of FFXIV and the idea of the jobs.. it's indeed a convoluted dumpster fire.
    (5)

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