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  1. #121
    Player
    Roeshel's Avatar
    Join Date
    Apr 2021
    Posts
    441
    Character
    Kael Yoshim
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Laerune View Post
    Instead of more Dps skills give healers more utility skills, reduce damage, increase dps,spells or skillspeed. Make ranged full dps and give their buffs + old Ast cards all healers.
    I would like to have more dps spells for the following reason. Dps that cannot play their role cannot benefit from my buffs which means that to play my role properly I have to have players that can play properly. Whilst if I have the spells on my own I can deal more dmg than my DPS party members which happens all too often on a pack of mobs by utilizing 2 out of my 3 damaging spells on gcd. It is for the sake of everyone to raise the skill cap for healers and give them more stuff to work with. I don't mind having buffs in my kit, but I want more than just buffs. The buffs could be linked to DPS spells. Or if healers are not supposed to DPS at all then don't make the content so boring? Even in savage 80-90% of the time you are DPS-ing!!!!! Savage content is not a challenge when it comes to healing. The challenging part is doing the mechanics right, from that point on what do healers have to do? Heal a tank buster every 2-3 mins, and heal through an aoe every once in a while. And if you've mastered your role you can even do it alone. I once read that Eden Titan savage was doable without a healer. Savage "endgame content". Shouldn't that speak enough for itself for how easy healing is in FFXIV?

    After a failed dps check why is it necessary that we wipe? Can't you give the healers a test and see if they can manage to save the party from ongoing heavy aoe damage? Give healers a challenge as well.

    Initially, I thought that big pulls are exciting, right now I am leaving dungeons if the tank is pulling anything less than wall to wall in level 80 dungeons. I don't even have to heal them if they don't do wall to wall pull.

    Once again I don't mind the buffs but I want some dps spells other than glare/holy. The game was fun for a while, I am looking for something else right now.
    (6)
    Last edited by Roeshel; 06-08-2021 at 05:13 PM.

  2. #122
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    The state of "Expert" dungeons should tell you how little this game thinks of its playerbase and that's not going to change. This confirms that Yoshi-P has no intention of adding any difficult 4-man content: https://forum.square-enix.com/ffxiv/...w-with-Yoshida

    Extreme trials are easy-on-arrival because they get released when the players are 20 item levels above their designed item level.

    Savage is interesting for maybe a month before it quickly becomes outgeared. If you don't raid on release, it's a little silly to expect anything other than a mechanical challenge when your stats are 25% higher than what the raid challenge was designed around.

    The game has a massive problem with scaling that quickly renders its content obsolete.

    In that context, are two extra buttons going to change anything?
    I don't know about you, but when I play DPS classes I have experience with, I'm just as bored. The only fun jobs to play are jobs I haven't learned yet.
    (6)

  3. #123
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    But can we just remove gear? Everything becomes cosmetic, and there is no more progression at endgame? Completely remove all semblance of this game being an RPG?

    Twinning was about as hard as the levelling dungeons if you jump in immediately after clearing the MSQ, but that doesn't last long given the gear upgrades. Many would be disappointed if that was removed in general, including myself. It's nice having your avatar get stronger alongside you building skill - it's an RPG specific joy.

    In the end, perhaps engaging pure healing cannot exist along character progression.
    (0)

  4. #124
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Irenia View Post
    But can we just remove gear? Everything becomes cosmetic, and there is no more progression at endgame? Completely remove all semblance of this game being an RPG?

    Twinning was about as hard as the levelling dungeons if you jump in immediately after clearing the MSQ, but that doesn't last long given the gear upgrades. Many would be disappointed if that was removed in general, including myself. It's nice having your avatar get stronger alongside you building skill - it's an RPG specific joy.

    In the end, perhaps engaging pure healing cannot exist along character progression.
    Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.

    Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.

    Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.
    (0)

  5. #125
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,033
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by LariaKirin View Post
    Nah, removing gear is not a good idea. It's also pointless to think about because it's realistically never going to happen.

    Gear is what quickly trivializes whatever difficulty was designed into the encounters. The most they could do is close the gap between minimum item level and maximum obtainable gear. For example, if Savage/Tome gear were 520 instead of 530 now. If you look past the flaws of the old encounters, I think Unreal trials are an interesting view of what the game could be with less drastic gear scaling. I hope that Unreal is not just a piece of weekly content, but an experiment for scaling that they could make use of in the future.

    Healing has more to do with scripted encounter design. In my opinion, you simply can't make it enganging past the progression phase without some degree of unpredictability.
    Umm...what? Unreal isn't "less drastic gear scaling" unreal syncs you to what is essentially the base itemlevel of level 80, that isn't "less drastic" that is no gear scaling at all, it makes getting any new gear in the entire expansion completely pointless if it were applied universally.


    And yes, better gear is supposed to reduce difficulty in encounters, that's the whole point, making it possible for less optimized groups to complete an encounter in the first place.


    Sure, you can clear an entire savage tier in minimum ilvl gear with a very good static, good luck doing that in a random party finder group.
    (0)

  6. #126
    Player
    LariaKirin's Avatar
    Join Date
    Jan 2016
    Posts
    325
    Character
    Laria Kirin
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Absurdity View Post
    Umm...what? Unreal isn't "less drastic gear scaling" unreal syncs you to what is essentially the base itemlevel of level 80, that isn't "less drastic" that is no gear scaling at all, it makes getting any new gear in the entire expansion completely pointless if it were applied universally.


    And yes, better gear is supposed to reduce difficulty in encounters, that's the whole point, making it possible for less optimized groups to complete an encounter in the first place.


    Sure, you can clear an entire savage tier in minimum ilvl gear with a very good static, good luck doing that in a random party finder group.
    Party finder is capable of and does clear Savage week one. I don't know what your point is supposed to be there.

    Why are you under the impression that I'm suggesting this be applied universally?

    Unreal requirements:
    Minimum Item Level: 430
    Item Level Sync: 435

    That means you can only go 5 item levels above the designed minimum item level. Comparing that to Extreme or Savage, where you can go up to 20 item levels above the designed minimum item level.

    I understand that it's designed for it to help weaker groups clear eventually. Squeenix is doing this to reach a desired clear rate, which means that the clear rate is more important to them than maintaining the difficulty.

    I know that gear is supposed to reduce difficulty. I'm saying 20 item levels is too big of an increase.
    (0)
    Last edited by LariaKirin; 06-08-2021 at 10:45 PM.

  7. #127
    Player
    Ayche's Avatar
    Join Date
    May 2021
    Posts
    328
    Character
    Aychelle Tripler
    World
    Raiden
    Main Class
    Paladin Lv 100
    Isn't there already a minor faction of players who feel overgearing is not giving them enough boons and gear feels useless?
    Unit 3 would have an outrage on their hands with those players if they killed the current overgearing.
    (0)

  8. #128
    Player
    Irenia's Avatar
    Join Date
    Mar 2015
    Posts
    244
    Character
    Irenia Ataska
    World
    Siren
    Main Class
    Conjurer Lv 90
    At the end of the day, Easy should no equal boring, which is the main issue with overgearing and overskilling. Anecdotally from my end, DPS classes are easier to enjoy when participating in easier content, and SE should really be looking to bring healers up to at least

    Easy content is not going away, especially if connected to the MSQ. At least let us have some fun with it.
    (7)

  9. #129
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Dzian View Post
    Because there job is to heal. Not dps.

    Honestly though I think its just a total lack of communication between the people designing the jobs and the people designing the content..

    You can see this everytine they come out and say we've made healing more important or intensive. And sure it works. For a whole week maybe even 2 before peoes Ilevel covers the extra heals they needed and things go right back to the way they were...


    As for ast. I did enjoy it in 4.0 lotsnof fun. But 5.0 I think I've played it twice not even enough to get it to 71. They absolutely murdered everything that made it fun..
    In early dungeons like 50s 60s since the scaling is so bad you rarely need to heal at all, aoes are little tickles and Tank busters are like a poke at the HP. And even in 70s and 80s nothing is too threatening to only be healing
    (2)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  10. #130
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    I think the devs mentality stayed in ARR style fights. The only time I need to go full healbot is in Stone Vigil if the tank wants to do big pulls because I literally have nothing else to heal with but Cure I and II, heck, I don't even have Holy
    (5)
    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.

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