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  1. #1
    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 Granyala View Post
    Nothing needs to be done for solo quests (I level as WHM, so yeah I do know what I am talking about) and why wouldn't group support work in 4 man groups?
    AST Cards work there too and are a nice change of pace.
    Agreed.

    All of the buff / debuff abilities need to be taken from the DPS and given to healers.

    Imagine if instead of trying to balance around regen / shield based healers they could balance around buff / debuff based healers. Next expansion: 2 buff based healers, 2 debuff based healers.

    And the reason I can justify asking for the utility to be removed from DPS:

    The amount of times I've actually seen them use it has been minimal. Look, if SE wants healers to focus less on DPS they HAVE to give us something to do during the downtime. And if it's not going to be DPS, as a healer I want to be support.
    (7)
    Last edited by Deceptus; 05-15-2020 at 08:48 PM.
    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]

  2. #2
    Player
    JohnSpawnVFX's Avatar
    Join Date
    May 2018
    Location
    Gridania
    Posts
    915
    Character
    Kaynneth Menad
    World
    Zodiark
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Deceptus View Post
    And the reason I can justify asking for the utility to be removed from DPS:

    The amount of times I've actually seen them use it has been minimal. Look, if SE wants healers to focus less on DPS they HAVE to give us something to do during the downtime. And if it's not going to be DPS, as a healer I want to be support.
    Why do you think they took away most DPS tools from healers? The amount of times they've actually use it is minimal. They've squandered it, so SE took it away.

    (this is how ridiculous taking support from DPS sounds. you don't balance classes having in mind the worst players. that's how they currently ruined healers).
    (7)

  3. #3
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Deceptus View Post
    Look, if SE wants healers to focus less on DPS they HAVE to give us something to do during the downtime. And if it's not going to be DPS, as a healer I want to be support.
    No, The answer is to remove the downtime. While i wont say no to a more support oriented Healer, I want Healing to be engaging throughout the fight rather than something that sometimes gets cast between the Malefic spams.

    Constant damage pressure to the team is the answer. Give me damage to heal through the entire encounter, not just in blocks during specific mechanics.
    (2)

  4. #4
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,638
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Morningstar1337 View Post
    I'm also certain that this has been consistent though the game's lifecycle
    Correct. They mainly use later dungeons and 24mans for catch-up purposes. Hence the low difficulty.

    Imho, that is lame design. You should not cater the majority of the non raiding content to returning folks.
    Quote Originally Posted by Sylve View Post
    No, The answer is to remove the downtime. While i wont say no to a more support oriented Healer, I want Healing to be engaging throughout the fight rather than something that sometimes gets cast between the Malefic spams.

    Constant damage pressure to the team is the answer. Give me damage to heal through the entire encounter, not just in blocks during specific mechanics.
    To be perfectly frank: I don't think constant pressure would feel much different, I come from WoW, where healing is (was? been a few years) designed more as a full time occupation. It can be fun, it can be intense (esp at lower item level when every extra heal puts you in conflict with your mana) but in easier content it feels no different than damage spam. Whether I mash the Cure II button or the Glare button is pretty irrelevant to me.

    Content needs to engage and that only works with mechanics that require you to think and react. You could design a boss with mad pulsing AoE, so the healer would be healing like there is no tomorrow to compensate for it but it would not be more engaging or fun than designing the boss w/o the pulse and let the healer DPS between the spikes.
    (4)

  5. #5
    Player
    Barraind's Avatar
    Join Date
    Sep 2018
    Posts
    1,113
    Character
    Barraind Faylestar
    World
    Coeurl
    Main Class
    Paladin Lv 90
    Heh. Thats why the best way forward is gradual changes to boss mechanics. Random hit here, random hit there and just slooooowly introduce it as a thing that appears more and more frequently in future updates.
    I really dont know why boss damage outside tankbusters and raidwides is as negligable as it is.

    One of the things we've learned over the last couple decades is that the more you put damage on castbar telegraphed attacks, the easier healing gets. I should be worried about big boss attacks, but I should also have to care about what happens in-between to maximize avoid/mitigation.

    If I never have to worry about boss melee as a tank or healer, only one thing every 30/45/60 seconds means anything, and once you can survive those, defensive anythings and efficient healing gets meaningless.
    (0)
    Last edited by Barraind; 05-15-2020 at 08:59 AM.

  6. #6
    Player

    Join Date
    Jul 2017
    Posts
    3,327
    I wish they just made a healer that healed through doing damage either they are required to do damage to generate a resource to heal something of that nature. I get SE does not want to give every healer a full dps kit, but at the very least they should add one.
    (0)

  7. #7
    Player
    GucciSan's Avatar
    Join Date
    Jan 2019
    Posts
    51
    Character
    Alphinaud's Assistant
    World
    Balmung
    Main Class
    Marauder Lv 10
    Quote Originally Posted by Awha View Post
    I wish they just made a healer that healed through doing damage either they are required to do damage to generate a resource to heal something of that nature. I get SE does not want to give every healer a full dps kit, but at the very least they should add one.
    I don’t think they would since the game and playerbase are so DPS centric it would be the only healer anyone would ever want. Everyone would want it for everything from dungeons PUGs to statics; why take any other healer when this one could get the clear faster than the rest since its whole kit is (theoretically) focused on damage?

    They could go the other route and balance their output to be slightly higher than the other healers for balance but then people would rightfully complain about the low payoff for their efforts; why play this healer when you get the same amount of damage the others get from hitting one button?

    It just seems like too much of a balancing nightmare for them to consider it.
    (3)

  8. #8
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by GucciSan View Post
    I don’t think they would since the game and playerbase are so DPS centric it would be the only healer anyone would ever want. Everyone would want it for everything from dungeons PUGs to statics; why take any other healer when this one could get the clear faster than the rest since its whole kit is (theoretically) focused on damage?

    They could go the other route and balance their output to be slightly higher than the other healers for balance but then people would rightfully complain about the low payoff for their efforts; why play this healer when you get the same amount of damage the others get from hitting one button?

    It just seems like too much of a balancing nightmare for them to consider it.
    Ironically this is one area of healing that homogenization might help them, or at least help some of them. Of course there still needs to be some balance.
    (0)

  9. #9
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Granyala View Post
    To be perfectly frank: I don't think constant pressure would feel much different, I come from WoW, where healing is (was? been a few years) designed more as a full time occupation. It can be fun, it can be intense (esp at lower item level when every extra heal puts you in conflict with your mana) but in easier content it feels no different than damage spam. Whether I mash the Cure II button or the Glare button is pretty irrelevant to me.
    I agree. That's why I am in favor of mixing things up with healer design. You heal, you dps and you support (I varying degrees). AST is the busiest and most interesting healer because you balance these three acts during your gameplay. You might argue the support part of their kit needs some reviewing to regain some of its depth, but it doesn't change the fact that AST's skill set allows you to constantly be on your toes regarding your contribution to the party.

    Considering how boring and basic healing and dpsing effects are in this game (No synergy, single target flat heal or damage, heal or damage over time and point blank aoe damage or healing.) with a few interesting exceptions that happen once every minute or so (Excogitation, Earthly star, Asylum, Assize, Sacred Soil etc.), expanding on each job's secondary identity (SCH as a debuffer, WHM as a Heal/Damage weaver nuker and AST as a buffer.) could be a potential way to differentiate the jobs without hindering their healing capabilities.
    (8)

  10. #10
    Player
    Dreamsoap's Avatar
    Join Date
    Aug 2016
    Location
    Uldah
    Posts
    383
    Character
    Jye Greene
    World
    Malboro
    Main Class
    Monk Lv 60
    I'm in a weird position on the fence about it. Ideally, I'd love to be a pure healer. If the gameplay actually called for it in a majority of content. Right now the most interesting thing for me to do is balance DPSing vs when to heal, which sure is a nice little challenge, but also not terribly difficult. I wouldn't be against them having more dps tools which brings to mind pre-shb scholar. I levelled it from 1-70 in stormblood though after I dropped it and played Astro only. Now I'm picking it up again because whm is an incredible snorefest as an alternative healer and I'm mourning the changes, lol. It's kind of sad but I had to constantly reassure the dps in my copied factory the other day that I didn't care that they were dying often because it's the only time I actually get to do my job.
    (1)
    Last edited by Dreamsoap; 05-16-2020 at 02:59 AM.

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