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  1. #1
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    960
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Derio View Post
    I wish someone would ask Yoshi P why do the dev team feel as a whole that the one button spam is a satisfying gameplay loop. That may not be how the devs imagined the gameplay to be. But all the content in the game point towards that and its hard to understand how they are missing that.
    They are I don't want to say satisfied but ok with it for the same reason I suspect as to why many players from tanks to dps to even other healers that the model is fine because it achieves their goal of
    • making the healer role easy to get into and
    • keeping a stressful role from turning away new people from other people being toxic to new players

    Making healing easier to get into is... not a bad idea, but the problem is how they've gone about it.

    Making any class acceptable = giving the player tools to make it easier for them to learn not removing anything that would be "hard".


    The "addon war" as I'll call it we have? Would be easily solvable if SE would give us some of those things.

    Give us things to better see damage. P4S comes to mind. Give us party buff timers, something that I've asked for for years at this point, to make it easier to track HoTs and Buffs right there on the party list. We just now got a change to UI to make it easier to see our CD timers. This game is how many years old? And I'm pretty sure it isn't as good as the addon either.

    There are plenty of things they could add to UI customization to make it easier on players and yet have either refused to do so, never thought of it, or <insert coding issue here>.

    Many people have asked for a Med to Hard Training Hall and, yeah I guess that could help. Another thing that is also UI though? Actually telling us potency. Giving us raw numbers would be so much better. Being clearer in your wording would also go a long way.

    And as for toxicity... I fully admit that, yeah, it does happen across MMOs. Why is irrelevant, it does happen and for many reasons. There is a report button that people can use, and sometimes, people also need to grow thicker skin.

    I had one moron berate me on WHM for not using X skills without telling me why, yet, the party was healed fine and I still did my 1 button spam and DoT. Could that have made other people quit healing? Maybe.

    But it is also a product of SE's own making since they barely tell us how our new abilities work, and some times we don't even need them. LOOKING AT YOU NEUTRAL SECT! I don't even remember the last time I had to use you in normal content!

    So yeah, SE's at fault for not teaching new healers how to learn by "making it so that healing doesn't require much if any healing because its a hard/stressful role and we need healers to fill queues".

    WHM can stay the easy healer for newer players, but that does not excuse it from getting any depth as a player learns to master it, and hey SE? SOME PEOPLE ACTUALLY WANT THE DIFFICULTY because we masochists yo
    (12)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,339
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by ASkellington View Post
    Actually telling us potency. Giving us raw numbers would be so much better.
    playing classic wow and seeing how much damage exactly my skills will do is nice and all, up until the point where I realised it's just lying, because it's not factoring in my spell power from gear, external buffs, etc. it's just telling me the base value of the spell.

    I think a compromise could be 'Hold this button while hovering over the skill and looking at tooltip for extra info' kinda like how DOTA gives you the basics on the default skill tooltips, but holding alt tells you all the really technical stuff like the projectile speed, animation lock after the skill, etc. SO in FF terms, looking at Cure 1 would say 'heals for 450 potency'. Holding, idk lets say 'Alt', while hovering over Cure 1 then tells you 'with current stats from gear, heals for an average of 13200'.

    IDK part of me wants the exact values, but I do also see the merit in having 'potencies' as it makes it easier to compare skill strengths to one another. Plus, it helps a LOT with how readable patch notes are. If we read 'Fell Cleave potency increased from 470 to 500' in the patch notes we think 'damn 30 potency that's a massive buff', if we got 'Fell Cleave damage increased by 6%' that kinda sounds small right? It also doesn't tell us what Fell Cleave previously was, 6% of 'bugger all' would still be 'bugger all' we'd have to go look at the job guide to see it's old value and mentally add 6% to that, that's too much hassle for most people, so the readability of 'Potency increased by X' helps mentally picture the change. yes i know about how MCH keeps getting meme tier '10 potency increase lmao' changes, but i wonder which would be cooler to read, 'Drill increased by 15%' or 'Drill potency increased from 680 to 800'
    (2)