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  1. #1
    Player BrokentoothMarch's Avatar
    Join Date
    Jun 2021
    Posts
    282
    Character
    Niku Yuku
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Marxam View Post
    I feel like a lot of the "healers don't heal" issue can be solved by increasing raid damage. Tank busters are trivialized, especially if you have a WAR. Raid-wides don't happen often and are predictable. Lack of add phases spawning with the main boss present. All these are missing in 5.0 savage. It wouldn't solve everything but putting your healers in more situations where the tank will die or a party member needs to be topped off for a mechanic, it would encourage them to heal more.

    Maybe they should double down in the healer job gimmicks? cards, lilies, faeries etc. Imagine playing AST and most of your gameplay around healing and manipulating cards by placing them on the field, players, and enemies. Maybe WHM plants lilies on the ground and it eventually grows in to a larger aoe that heals whoever stand in it and damages enemies. SCH could get its tactical abilities faerie utility back, i.e aoe esuna, shadowflare. Maybe have two faeries out at the same time and combine them to make Feo Ul appear. /showerthoughts
    Honestly, just give AST their cards back and add those more dynamic ideas for the other healers as well as some array of buff and maybe even debuff juggling. It's infuriating that the saying goes that healers should only heal, but then DPS can do all sorts of shenanigans. To the point that, as I point out regularly with great bitterness, DNC straight up stole what AST could do. Healers should only heal, but DPS can do whatever they like? Why does it feel so punishing to play a support role in this game?
    (3)

  2. #2
    Player
    Alex073088's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Conquest Zyuhninjn
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Quote Originally Posted by BrokentoothMarch View Post
    Honestly, just give AST their cards back and add those more dynamic ideas for the other healers as well as some array of buff and maybe even debuff juggling. It's infuriating that the saying goes that healers should only heal, but then DPS can do all sorts of shenanigans. To the point that, as I point out regularly with great bitterness, DNC straight up stole what AST could do. Healers should only heal, but DPS can do whatever they like? Why does it feel so punishing to play a support role in this game?
    With the idea that healers should only heal, I be okay with that if we were required to heal at least 10% of the fight, we barely heal 3% of the time in 99% of the content. Also if players feel that way, respond with TANKs should only tank, they don't need anything besides provoke and their mitigation. I bet you half the people saying that stupid sht about the healers only should heal will go on the defensive.
    (2)

  3. #3
    Player BrokentoothMarch's Avatar
    Join Date
    Jun 2021
    Posts
    282
    Character
    Niku Yuku
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Alex073088 View Post
    With the idea that healers should only heal, I be okay with that if we were required to heal at least 10% of the fight, we barely heal 3% of the time in 99% of the content. Also if players feel that way, respond with TANKs should only tank, they don't need anything besides provoke and their mitigation. I bet you half the people saying that stupid sht about the healers only should heal will go on the defensive.
    That would also be okay, but sadly neither of these things will happen. Presumably a lot of AST got gutted due to complaints about it having a high barrier to entry. While I harbor no ill will to those who play more casually (I'm not some kind of elite raider myself or whatever), the fact that the intent was to dumb it down implies they won't be attempting to complicate the fights either, instead sticking to very regulated scripts. Which, as players get better and better at learning the scripts, healers become less and less required. What this means is that healers get further pigeonholed into a dull gameplay loop while the actual game continues it's course and becomes easier, which further dullens the healer gameplay loop as damage becomes easier and easier to ignore.

    Then punishing the healer demographic with over-homogenizing all of us with just a 1-button DPS and a DoT? I honestly feel like the devs consider us a very late-stage afterthought. Sometimes even healers get balanced/tweaked through what seems like the perspective of a DPS/Tank player. "healer no heal enuff. healer adjust. make healer heal more damage less yes good".

    If I see no changes in EW, I'm dropping WHM like a hot rock and going for a DPS, queue times be damned. I already quit for an entire expansion when SB came out and ruined AST. If fixing this is truly in the realm of impossibility, there's no reason to bother with the green DPS role anymore.
    (4)
    Last edited by BrokentoothMarch; 07-13-2021 at 03:41 PM.

  4. #4
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Marxam View Post
    I feel like a lot of the "healers don't heal" issue can be solved by increasing raid damage. Tank busters are trivialized, especially if you have a WAR. Raid-wides don't happen often and are predictable. Lack of add phases spawning with the main boss present. All these are missing in 5.0 savage. It wouldn't solve everything but putting your healers in more situations where the tank will die or a party member needs to be topped off for a mechanic, it would encourage them to heal more.

    Maybe they should double down in the healer job gimmicks? cards, lilies, faeries etc. Imagine playing AST and most of your gameplay around healing and manipulating cards by placing them on the field, players, and enemies. Maybe WHM plants lilies on the ground and it eventually grows in to a larger aoe that heals whoever stand in it and damages enemies. SCH could get its tactical abilities faerie utility back, i.e aoe esuna, shadowflare. Maybe have two faeries out at the same time and combine them to make Feo Ul appear. /showerthoughts
    Funny thing is, leveling dungeons are tougher than end game ones.

    Remember getting chucked in Bardam's Mettle? First time in Holmister Switch having to single pull until you started figuring things out?

    Vs

    Pagl'than where Bahamut hits like a literal wet noodle. His "Devastating" attacks barely do 20% of players HPs.
    (12)
    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]

  5. #5
    Player
    Alex073088's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Conquest Zyuhninjn
    World
    Gilgamesh
    Main Class
    Scholar Lv 80
    Bumping thread, was falling asleep again with this boring 1 button dps rotation that makes up 97% of all content in the game. You rarely have to heal for you to have such a boring experience when not healing. My hopeful changes.

    Scholar

    *Removeable of the animation locked on all fairy commands that was introduced in SHB, and giving us back the ability to control fairy embrace.
    *An increased high potency on fae union or a complete rework/redesign of the ability to make it feel impactful and exciting.
    *More uses for fae gauge
    * An engaging DPS rotation on this class in particular. I can not count how many times I have fallen asleep in content playing healers and the changes to the DPS rotation have only made that worse.
    * Give back bane and remove Art of war, or rework ART of war and still give back BANE.
    * Give back quickened aetherflow.
    * Healer combos, like Lustrate healing twice as much on the second cast or healing procs of some kind that can even be tied to unlock dps skills
    * Barrier indicator on the part list for Seraph
    * And instant on-demand shield healing ogdc action.
    * Rework Crit aldos
    * Deploy more than just aldos.
    (1)

  6. #6
    Player
    Mesarthim's Avatar
    Join Date
    Jun 2016
    Location
    Kugane
    Posts
    974
    Character
    Rozemyne Shyahoro
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    I don't know where people get these "controllers are running out of buttons" problem from. I play with one and have quite a number of buttons to spare.

    Up to 40-48 easily accessible ones, and an additional 16 for misc stuff. Controllers aren't the handicap, people not fully utilizing their own hotkeys is.
    (8)

  7. #7
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I find World of Warcraft to be a better reference that highlights the "problem" much better.

    WoW combat system is faster, damage is much more randomized and much more frequent.

    Therefore, the healing that comes to meet the damage must be able to respond in kind:
    -Random damage means healers must do triage, making choices on the fly about who to heal with what tool in order to be efficient.
    -Frequent damage means healers must stay on their toes, and seldom have the chance to do anything but heal. There is healing downtime in WoW, and so healers are able to throw dots, and deal damage inbetween aswell, but mostly they stay on healing. It also means MP is a much more precious resource.
    -Faster damage means healing is a fight of attrition. You will rarely see a party stay at full health for long. Most of the time players stand at around 30seconds from death. Less if they don\\'t take care to not stand in the bad.

    And despite all that, despite the fact that you can change your talents to DPS builds for questing without changing your class,
    healing classes still have many more buttons for DPS.

    Clearly, if you want healers to heal, increase the need to heal, rather than remove DPS abilities.
    (13)

  8. #8
    Player
    Levirre's Avatar
    Join Date
    Aug 2013
    Posts
    14
    Character
    Levirre Krischeval
    World
    Leviathan
    Main Class
    Alchemist Lv 90
    At this point, just give us a dps rotation, move all healing into ogcd skills, and then add job flair where you actually have to pay attention to the gauges. At least maybe then they could let us have as much fun dpsing like gnb.

    I don't think they will ever be able to make healing fun with how the game plays. Any instance not max level strips you of huge utility compared to other classes, plus you barely even need healing anyway at those levels. Raids from primal to Savage are already scripted to the point you just memorize when big damage is coming and pop your ogcds anyway. As someone said, It's definitely weird how healing is designed for randomness yet everything is predictable.

    With Scholar, I think at this point they should just remove the old pet system and reorient everything into the faerie gauge. I haven't even bothered with pet actions since Heavensward. For me, the need to classify healers between pure and barrier doesn't matter in the end because I can't interact with it past placing it on someone. The only decent decision I've liked are the tactics skills where you can change galvanize barriers into additional healing. I'm positive there won't be any interesting changes with healer just like the release of GNB where the only saving grace is that at least gnb was fun. This will probably be the same situation with Sage. I guess I'll have a nice looking pomodoro clicker with crafting, gathering, and mahjong at least if healers aren't fun to play with endwalker
    (6)

  9. #9
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    hrm can't find the exact pet tax potencies for sch anywhere. So I'm going to do them all as 30% tax rate since it makes nice round numbers as opposed to 1/3 which is what it seems to be. Stay tuned
    (1)

  10. #10
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Recon1o6 View Post
    hrm can't find the exact pet tax potencies for sch anywhere. So I'm going to do them all as 30% tax rate since it makes nice round numbers as opposed to 1/3 which is what it seems to be. Stay tuned
    Hope you haven't already done your math, but at a 520 gear level here are my calculations:

    Spammed Physic (400 potency) for an average heal of 20822.65. Then took the average of each of those spells divided by 4 to get the 100 potency average which was 5205.66. Took out all crit values

    Did the same for Eos. Embrace is a 150 potency heal. Average across all heals minus crits: 5304.4
    Normalized to 100 potency value average: 3536.266667

    3536.266667 / 5205.66

    .67931 or 67.93%

    Adjusted to 100 Potency spells, Eos' heals are ~33% less than ours. This was a small sample but seems to track.
    (2)
    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]

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