if people wanna see what healing without ogcds looked like just check high skill level kills of things like pheonix or bahamut in arr there was constant down time scholars could push about 4/5 of the dps of a dps during those fights

if people wanna see what healing without ogcds looked like just check high skill level kills of things like pheonix or bahamut in arr there was constant down time scholars could push about 4/5 of the dps of a dps during those fights



I'm lving GNB and i was a bit surprised to have so diffrent kind of skills as a Tank.
Sometimes, especially in low lv dungeons, i can pack mobs and the healer has even not have to heal me cause my combo heal myself + gives me a "shield", i can boost my dmg, i can regen myself, i can put a aoe dot on mobs, i have aoe combo! Even the healer who was with me said i was cheated lol.
Seriously.....even a tank can aoe dot and as main sch i can't?....
Tanks have combos, can boost their dmgs, heal themselves, protect people and themselves, stun, silence mobs...
Dps have combos, can boost themselves, heal/raise, protect, auto regen+ small cure, stun, dots...
Why healers have to focus on healing and have a borring gameplay? We should be able to boost others in several ways, to debuff ennemies, to aoe dots, have some combos in healing and dps skills. We need to be useful.

I want to share a bit of relevant discussion that happened in the Warframe community.
https://forums.warframe.com/topic/11...-ui-like-we-ui
This post is a Developer Workshop post discussing recent changes to the UI design of the game, as well as planned future adjustments that are still in the mock-up pre-production phase. The reason the post was made was due to a lot of negative feedback generated about recent UI changes. Mainly, weapon preview screens had an [(!) About] button that you had to mouseover to see information about the weapon... And there was nothing else on the screen. The mouseover obscured pure empty white space. So, why the hell even keep it as a mouseover, instead of just BEING THERE, if it's not covering anything up?
https://forums.warframe.com/topic/11...we-ui-part-ii/
Cue part 2: The developers listened and responded. The pointless [(!) About] mouseover change would be reverted, along with a few other recent and unpopular changes. Hell, a long-standing issue (item labels being OFF by default- it worked in BotW because we know what a dang apple is, but doesn't work in Warframe because I don't know the difference between Neurodes and Neural Sensors without someone holding my hand) got fixed as a result, too. The devs explained why they made decisions they made, the players responded, and the devs listened. Hell, it wasn't all playing defense- the new end-of-mission screen they previewed generated positive feedback, so they're proceeding along those lines for sure.
I think we're loooooooooooong overdue to hear a Dev-Workshop-like post from the person responsible for the current direction of healers. I don't want to hear a PR response, or their boss covering for them- I just want them to tell us what they were trying to accomplish, because I don't think it was "upset a lot of people." Nobody on 14's team intends to do that (except maybe whoever mixed up the names of the Ninja combo finishers.) Just let us have a discussion so that we can laser-focus our feedback on what you want to hear to accomplish your goals of happy healers, ok? Just treat us like adults, and like we matter to you, and we won't bite, I promise.




I simply think most healers want a CLEAR explanation of what the developers think healers should be doing with down time. Because clearly "Fun Comes First" isn't their mindset anymore.
If they want us to heal more, then fine. Design the game that way. Make things hit harder so we have to heal more. BUT BE CONSISTENT DANG IT.
You can't want healers to heal more but have outgoing damage be the same.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]




I think it's largely to do with them trying balance between two impossible extremes. They want players who still spam Cure I to be able to clear most content while also making it fun for your Savage tier raider. Those aspirations simply aren't realistic, and nothing they do will ever make them so. Unfortunately, with Shadowbringers, they seemed to focus on the former which has made even the average playerbase upset since, well, it's practically guaranteed you'll spend 70-90% of your time spamming Glare/Broil/Malefic if you have even a remote idea how healers work.
This is why if they're so insistent healing needs to be easy. They need to introduce things like debuffs that while not necessarily in casual content, make a big difference EX and up. That way more experienced healers having something to strive towards beyond Dia, Glare, Glare, Glare, Glare....
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."

I'm just not sure how gutting our downtime tools even achieved the goal of "heal more." It's like how, growing up, I'd have video games taken away as my punishment for getting poor grades. It didn't encourage me to study more at all, it just encouraged me to learn sneaky ways to evade the ban. The punishment did not achieve its desired effect- it just made me doing my day-to-day activities more anxiety-inducing and less enjoyable. Healers don't need to wind up with bad grades like me- they need positive reinforcement to encourage good downtime kit usage, not... not THIS.
Yes, it would be fairly unprecedented... But, we live in unprecedented times that have caused unprecedented main-patch delays. Since every hour of work spent tweaking jobs is only as efficient as (guessing50 minutes spent in the office, it's all the more important to have a two-sided discussion. Likewise for dev-time considerations, I don't want to waste my energy giving feedback about how I think the current AST card system can be improved if the devs are only seeking feedback about other aspects of healers, no matter how much I think that system could indeed be improved. The thing is, I have no idea what goals of theirs are totally inflexible (the pessimist part of my brain feels like it's "all of them," whatever those goals even ARE), so I'd really love to hear detailed thoughts about what they are willing to budge on, especially to get more fresh ideas that aren't 'Let's Homogenization Time, Yayyyyyeee'.




Has the Development Team ever done this for any Role in the Game or any particular Class? It would be awesome to finally see what the real goal and vision is for Healing because a lot of what's discussed in this very forum is what they 'might' be trying to do and sometimes it seems like the design choices conflict with every possible scenario we come up with. It's frustrating when you really want to enjoy Healing but it keeps morphing into something less and less enjoyable every expansion.
its extremely ironic that they gutted the offensive kits (that these people dont even use) for "accessibility" and they kept in the one skill that actually stops these players from clearing content. they should've deleted tier 1 spells or made them upgrade into tier 2s with traits.
yes they have niche uses but tier 2 spells could be adjusted accordingly

I have a suggestion on making healers more accessible without compromising their complexity. Adding the option that when a Tank's HP is dropping low a noise rings. This may help those people who focus too much on dps and having it as an "option" lets those who dislike it turn it off.
Reducing DPS options for healers did not fix healers ignoring their duties. The other day I was in a party with 5 dead players and the healer kept spamming Broil over and over.
This summary with 70+ likes as of now, shows that healers have been in a dumpster fire situation for this whole expansion. (I'm aware tanks are also having problems.)
But what did the devs do during the patches? Ninja overhaul that dumbed it down and upset a good portion of Nin players.
Nier butt also got an immediate fix. So booty pixels are a top priority but reverting God awful playstyle changes is not.
Finally I'll add that long queue wait times from Healers and Tanks quitting plus new people not making up for the losses is a problem for dps players too.
Last edited by Yani-Madara; 07-09-2020 at 08:03 PM. Reason: Added suggestion



the 2b fix admittedly was something that could be undone in a single click- due to flags not being set at all. The problem happened when they set the flags as intended but that was glitchy as fuck so a single click to go back to the "broken" but beloved was worth it for the devs since it saved them the actual work
ninja overhaul was neccessary to slow it down for controller/ps4 users so it could function smoother. I play a bit on pc now alongside my ps4 and ninja is much faster on 60fps to the point its a bit awkward because ps4 is limited to 30fps and the controller on pc has a slight more input delay than keyboard.
I should also point out there's been two camps on ninja since it got changed, there was the pc camp complaining it was slowed down but they have been rather quiet for a while, and there was the camp that feels it needs some QoL which is understandable
healers though? we don't even get acknowledged ;n;
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