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  1. #321
    Player
    Dearche's Avatar
    Join Date
    Feb 2015
    Posts
    116
    Character
    Dearche Claudia
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Hazama999 View Post
    Healers... kinda feel like an afterthought, and that makes me sad.
    I think healers IS an afterthought.

    SE's been real keen to keep the holy trinity alive, as it's an easy to understand system that everyone knows about. But healers honestly have never really had a good place in it even from the beginning. Healing isn't a full time job. It's part-time. No matter what happens, you don't need healing all the time. It's almost impossible to make it that way unlike the other two main roles.

    If it was made into a full time job, then either the damage output would be so high that moment there was a lapse in healing there was a wipe, or the healing output would be so pidlingly small that you'd be forced to constantly be healing to keep everyone alive. The first is a design nightmare, and the latter makes healers feel insignificant. Not to mention that we'd be relegated as the old heal-bots, the fastest way to make healers the #1 in demand role by far due to low supply.

    There's a reason why most of the most successful healer designs in games over the years had healing as a secondary function with something else taking the front.
    (3)

  2. #322
    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 Dearche View Post
    There's a reason why most of the most successful healer designs in games over the years had healing as a secondary function with something else taking the front.
    Simply rename Healers to "Support" and it becomes infinitely easier to balance.

    Tanks are nothing more than DPS with damage mitigation cooldowns

    Support becomes nothing more than DPS with damage healing cooldowns and buffing cooldowns.
    (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]

  3. #323
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    I have a story. It'll be kinda long, but I'll see if it resonates at all with XIV's forum healer enthusiasts and the relationship we have with the way the development team views healers.

    Once there was a tabletop RPG called Pathfinder. Its first edition had been out for a while, and the designers began work on a second. Now, while tabletop RPGs have an infinite amount of creativity inherent in them (as you can homebrew or change rules wherever your group pleases), officially-run games are a different beast. The person running the game has to abide by the base rules in the core book. A part of this includes ingame stores; you can't restrict player access to items that are present in the core rulebook. When players level up, they get points to use on buying items and can buy whatever they want. The point of bringing this up is, if the game designers don't like something about how this works, the normal answer you give the average player of "just change the rules you don't like" doesn't apply. They'd have to design the behavior out of the core rules.

    One of the behaviors that the game designers -really- wanted to do away with was the infamous Wand of Cure Light Wounds. It became a staple to buy a few on hitting level 2. Players would grab some wands, then spam healing spells as needed between combat to patch back up and keep going. The initially proposed solution to this was a brand new system for interacting with enchanted items that severely curtailed the number of times you could use a wand in a day. There was a discussion about this among some long-term fans that got really interesting. Summarizing it:

    Players didn't decide to start buying these wands out of thin air. They started doing it because it was a logical thing to do. If you stop me from using wands, I'll tell you exactly what I'm going to do. I'm going to town and finding a group of NPC clerics for hire. I won't even ask their names. I'll call them Cumbersome Wand of Cure Light Wounds numbers one through five and pay them to sit outside in a wagon, then spam healing spells on our group between fights. The problem with this solution here is that the game designers are punishing the players for finding a shortcut solution they don't like to the real problem. You know why players are opting to buy healing wands? Because healing gameplay design isn't fun. Outside roleplaying reasons, basically nobody plays this game for the pulse-pounding thrill of loading up their daily slots with Cure spells and playing the health battery pack for the rest of the party between pulls. You don't need a warm body to fill this function; you could basically script it if it were a game we played online. Conveniently, since this entire role can be replaced with a wand, the players can choose classes with more fun and interactive design while not losing the important ability to heal themselves up after a fight. Make clerics fun and attractive to play without reducing their ability to keep the party alive, then you've solved the problem.
    (10)

  4. #324
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Dearche View Post
    There's a reason why most of the most successful healer designs in games over the years had healing as a secondary function with something else taking the front.
    You know, I'm pretty curious. Mind citing some specific examples here? I don't go perusing the landscape these days as much as I used to.

    Quote Originally Posted by Semirhage View Post
    You know why players are opting to buy healing wands?.
    Because a wand of Cure Light wounds has 35-50 uses of the spell and costs less than the applicable potion, weighs less than the applicable potion, doesn't consume your spell slots, almost everyone can use it, and it's basically as effective out of combat as a level 20 cleric because of the ways spells in that system cap out.

    You don't take Wand of Cure Light Wounds because slotting Cure Light Wounds is boring (Clerics have spontaneous conversion - they always have access to healing spells). You take it because it's extremely efficient healing when out of combat. It's not a question of "Is this fun or not", it's a question of players having access to a resource, and whether the game should be balanced around that. You cannot buy the cleric more spell slots, but you can buy wands, and effectively infinite healing destroys the idea of attrition, which is what makes dungeon crawling in table tops dangerous, and by extension, interesting.
    (5)
    Last edited by Kabooa; 07-13-2021 at 08:29 AM.

  5. #325
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    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
    (3)

  6. #326
    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)

  7. #327
    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)

  8. #328
    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)

  9. #329
    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 Kabooa View Post
    Because a wand of Cure Light wounds has 35-50 uses of the spell and costs less than the applicable potion, weighs less than the applicable potion, doesn't consume your spell slots, almost everyone can use it, and it's basically as effective out of combat as a level 20 cleric because of the ways spells in that system cap out.

    You don't take Wand of Cure Light Wounds because slotting Cure Light Wounds is boring (Clerics have spontaneous conversion - they always have access to healing spells). You take it because it's extremely efficient healing when out of combat. It's not a question of "Is this fun or not", it's a question of players having access to a resource, and whether the game should be balanced around that. You cannot buy the cleric more spell slots, but you can buy wands, and effectively infinite healing destroys the idea of attrition, which is what makes dungeon crawling in table tops dangerous, and by extension, interesting.
    And I think spontaneous conversion is one of the best choices the transition between second and third ed D&D made with regards to cleric design, CoDzilla notwithstanding. If you didn't spend all your slots on healing spells, then your party might die if they need healing. Spontaneous conversion neatly solves this problem, giving clerics something interesting to do while maintaining the access to healing spells. Spamming Cure and nothing else on people is a boring thankless chore for most people. Designing healers that aren't just health batteries works better, and has been tacitly acknowledged by game design across RPGs for decades. Now, XIV's healers are far from that, but I've seen design put less emphasis on interesting downtime activity, and more on dull spam spam spam every expansion. Which I think is the wrong direction.

    Off-topic tangent, I also liked the discussion that board had about the dungeon crawler problem of The Final Boss, and how it creates the infamous Narcoleptic Party. Basically, unless you keep the pressure on your party to whittle down their resources, they'll rest and recuperate whenever possible. Outside coming up with reasons to stop the party from sleeping all the time, the problem seems endemic to the genre, and must be consistently designed around since you can't really remove it. So long as RPG convention basically guarantees that the final confrontation in a dungeon will also be the hardest one, players will correctly assume that it'll also likely consume more of their resources than prior encounters. It's the one they're going to *most* want to enter fresh-faced and full of daily abilities/spells/HP.
    (4)

  10. #330
    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.

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