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  1. #1
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Flay_wind View Post
    Not counting all death effects and some other BLU specific things, that's basically how BLU Healer mimic plays.
    You have Pom Cure with short cast time, after which you can weave your Primals (OGCD damage abilities on various cooldowns) in. You have Gobskin which is ~20% hp party shield without any healing component, so it's a strict mitigation. There's Exuviation (Cure 3 + Esuna)/Stotram (off-brand Medica), Angel Snack which is your busted 2 minutes CD which is *just* super charged off-brand Medica 2. And then there's also White Wind, which in a lot of situations is AoE Benediction (Ahem). No OGCD heals whatsoever, and as someone who has cleared all BLU content, which includes Synced/NoEcho Coils, AlexSavage and OmegaSavage i'd say they are not needed.
    A few things to note:
    • Pom Cure is roughly the same potency as Cure 1
    • Gobskin generates roughly the same strength shield as Succor without the healing component
    • Exuviation is the same strength as Medica with Cure 3's AoE
    • Stotram is identical to Medica
    • Angel's Snack is double the strength of Medica II but can only be used once every 2 minutes
    • White Wind is one of the single most expensive power heals in the game and it will drain your MP if you rely to heavily on it and gets weaker the lower your own hp is.
    • Angel Whisper is limited to once every 5 minutes.

    I wonder if the limits on Angel's Snack, White Wind and Angel Whisper a part of what allows for Healer BLU to be much more engaging.

    Quote Originally Posted by Lyth View Post
    And then you get the odd player who notes that BLU has a pretty fun system and gee whiz maybe it would be fun if more jobs worked this way. BLU might not be practical, but it definitely is fun. Maybe we should start by optimizing fun first?
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    (1)

  2. #2
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    Even then it's still more fun to play than some actual jobs because of the sheer amount of cooldown juggling it has. Even after blowing all the cooldowns in the 15 second opener it's shortest cooldown is just a measly 30 seconds long and you also have The Rose of Destruction to use that breaks up Sonic Boom spam briefly. Blue Mage is basically just Black Mage if Fire 4's cast time was 1 second instead of 2.8 and then had a trillion cooldowns to weave between casting 1 second cast time Fire 4s with the occasional Xenoglossy being The Rose of Destruction and Matra Magic.
    (0)

  3. #3
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    Part of what allows BLU to be fun is that it is 10 levels behind and can not be used for progression and party finder content. Make it level 80 and allow it to participate in Savage and players will start optimizing the fun out of it.
    What? One of the main things to do with BLU once you have it leveled is Savage progression, because the Morbol mount is locked behind it. There's the carnival and collecting spells, but since the only rewarding content BLU has is the Morbol mount, the only point in doing those is to prep for Savage. It's a job designed for Savage prog and while it's certainly optimized it remains extremely flexible and good fun.
    (1)

  4. #4
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    You know you screwed up when a DPS playing pretend as healer is more engaging than an actual healer lol
    (7)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  5. #5
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Allegor View Post
    You know you screwed up when a DPS playing pretend as healer is more engaging than an actual healer lol
    In fairness, pretty much any time that someone suggests giving players choice over what actions they actually bring (i.e. skill tree systems, BLU's pick-and-choose system, etc.) a swarm of extremely self-assured players descends and insists that such systems involving player choice never work in any MMO in the known universe and that the optimal universal setup would be calculated in 12.77 seconds (repeating, of course) by the Excel spreadsheet wizards over at the Balance. And it's not like any other successful MMOs use such systems, either.

    And then you get the odd player who notes that BLU has a pretty fun system and gee whiz maybe it would be fun if more jobs worked this way. BLU might not be practical, but it definitely is fun. Maybe we should start by optimizing fun first?
    (6)

  6. #6
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Lyth View Post
    In fairness, pretty much any time that someone suggests giving players choice over what actions they actually bring (i.e. skill tree systems, BLU's pick-and-choose system, etc.) a swarm of extremely self-assured players descends and insists that such systems involving player choice never work in any MMO in the known universe and that the optimal universal setup would be calculated in 12.77 seconds (repeating, of course) by the Excel spreadsheet wizards over at the Balance. And it's not like any other successful MMOs use such systems, either.

    And then you get the odd player who notes that BLU has a pretty fun system and gee whiz maybe it would be fun if more jobs worked this way. BLU might not be practical, but it definitely is fun. Maybe we should start by optimizing fun first?
    honestly this really is a problem. The players who want folks to stop having fun and play optimally. When that misses the point entirely. Fun is always more important than balance or parse numbers.
    (4)

  7. #7
    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 Recon1o6 View Post
    honestly this really is a problem. The players who want folks to stop having fun and play optimally. When that misses the point entirely. Fun is always more important than balance or parse numbers.
    Fun is very subjective. Some people have fun when they feel like they support their party and help others succeed. Other people have fun when they bring down others, such as griefers. If I had to chose which one to team up with I'd say the first. Of course reality is not black or white but then again, if someone having "fun" gets in the way of actually overcoming the game challenge I'd probably be inclined to exclude them from my potential team mates in favor of someone that actually wants to win.

    Then again the devil is in the details. Maybe "winning" is a chore. Maybe the price for winning is boredom in which case the issue lies in game design. It's more complex than that I suppose.
    (3)

  8. #8
    Player
    NYCLouisGamer's Avatar
    Join Date
    Apr 2021
    Posts
    72
    Character
    Nyclouisgamer Alto
    World
    Golem
    Main Class
    Astrologian Lv 57
    Quote Originally Posted by Allegor View Post
    You know you screwed up when a DPS playing pretend as healer is more engaging than an actual healer lol
    Very insightful. I have always found healing & rezzing on my Summoner during a Trial much more fun than being one of the actual healers. Thank you for explaining WHY I preferred it!
    (1)

  9. #9
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Healing per se is not engaging in this game because of how encounters are designed.

    in most of the content, in the scenario of your group managing to avoid all the applicable telegraphs, you can cover most of the healing with just free OGCDs, so that leaves healers without a lot to do. I think that to make the healer role interesting, they need at least one of these:

    a) Revert back them having more dps tools;

    b) Add a 'side-game' to every healer, just like AST has with the cards;

    c) Change encounter design with a bit less telegraphed choreography and a little more random damage;
    (2)

  10. #10
    Player
    FusionSamurai's Avatar
    Join Date
    Jun 2016
    Posts
    51
    Character
    Rin Hikari
    World
    Lamia
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Cithaerias_pyropina View Post
    They would need to rework their spaghetti code if they were to add a rotation for healers as using a gcd heal would break that rotation. Or have it act like RDM's verstone/fire ready buff.

    But not much of anything can be done because of a self-fulfilling prophecy, that someone much earlier noted. Healing was made easy/boring thus a drop in playerbase which in turn means the devs need to make healing even easier to make up for less skilled players which causes another drop in healers which again causes the devs to make healing easier and it'll keep continuing because they'd rather not spend the money or work hours to fix the root of the problem: healer dps.

    Which could be, hypothetically, solved by; reducing the amount of healing abilties, lowering the strength and the cooldowns of the healing abilities that stay, increasing the strength of gcd heals, lowering the cast time of gcd heals, adding at least 3 or 4 dps abilities (one is a single target ability with a 2 second cooldown, another is a DoT with a 30 second duration and 5 second cooldown, the third could be a single target ability with a 25 second cooldown, and the fourth could be an aoe with a 50 second cooldown) to replace the healing abilties that were removed and keeping Glare, Broil and Malefic for when healing isn't needed and lowering their cast times to 1.5 seconds.

    With that you; heal primarily through casting healing gcds and dps through weaving dps cooldowns between casting heals. And if healing isnt needed you still have Glare, Malefic and Broil to use. Dpsing as a healer would at least be more engaging as you'd have more than just 1 DoT and single target spell. You'd be casting a heal or Glare/Malefic/Broil then weave that DoT ability, then after the next heal or Glare/Malefic/Broil you'd weave the next cooldown then go weaving the 2 second ability until the others come off cooldown.

    The reason people hate having to spam gcd heals is there are no dps abilities to weave during them that do not have healing tacked on to them. Give dps abilties with very short cooldowns to healers with 0 healing tacked on and people would be content with spamming Cure 1 or Physick because they'd have those to use during the gcd.

    An unintended side-effect of that is too much mobility, but who really cares about mobility anymore when nearly every job has heaps of mobility now.
    A rotation doesn't imply combo actions. Also, some combos can be interrupted with no loss, so even that argument falls through.

    Combos for healers would be stupid, but I'm just correcting you.

    Give healers more things to juggle damage wise. It doesn't have to be a set rotation, just a broad priority system like scholar had in stormblood.
    (2)

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