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  1. #1
    Player
    LanFangHua's Avatar
    Join Date
    Jun 2017
    Posts
    19
    Character
    Jinddo Rong
    World
    Spriggan
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Saimeren View Post
    We'll be left with people who actually like healing.

    I have a question. Maybe this has been talked about before, but humor me for a second.

    Instead of asking for more dps abilities, how about we ask for more opportunities to heal? Ask for more unavoidable raid wide damage, or mechanics that favor constant damage. (Tremors that shake the ground that constantly deal damage, or lasers that fly around hitting random players without notice or being telegraphed?)

    Instead of asking for more dps potential when you have no healing to do, why not just ask for more healing to do so you have less downtime to worry about having to dps?

    * again, not saying we shouldn't be dpsing during downtime, nor am I saying we shouldn't have a few extra abilities. (Look at my previous post at the bottom of page 17) But having less down time because you simply have more healing to do in the first place would solve this issue, wouldn't it? Keep healers healing. *
    I personally believe that they best way you can make healers work is by creating weaknesses in the other classes and make interesting ways for healers to "fix" them.

    Pure healing as a healer can only get you so far. Once you master it, there is nothing else to do and we fall into the same big pile of nothing less.
    They should focus more on the supporting aspect, no only on the healing aspect.

    In order to do so, they need to created weaknesses on the other classes. Look back at Heavensward Astro (outside of the fishing meta). Each card had an use, example: restore TP and MP <--- those were "weaknesses" which you as a support /healer had an impact or way to manage and help/support your comrades while healing.

    Remember Bard? Had MP regeneration too, to help healers. See Monk? Has Mantra to increase healing potency. See paladin? Can help with healing if you're really bad at it with clemency. This is what in my eyes healers need, skills which can help others.

    As a healer in an mmo, there is nothing more satisfying to me than a "hand wash hand" system. But that's just my opinion.
    (3)

  2. #2
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Honestly, I'd be happy with less healing downtime. (Although I do consider weaving healing and damage a staple of FFXIV's healers. I would love more and more varied abilities to fill said downtime on all healers)

    Though, an attrition and Triage model such as WoW's would require our AoE heals to be considerably nerfed.

    Triage is only possible when you can only heal one/few targets at a time, forcing you to make decisions as to who to prioritize and what to use on them.

    When you can top off a whole party with a single blanket spell, there is no triage, no priority.

    Everytime the group takes damage the response is always an AoE spell. They are very powerful potency wise and cost a very small fraction of your MP (If any), they have very short cast, or are instant with a very short CD.
    (4)
    Last edited by GrimGale; 10-03-2021 at 02:19 AM.

  3. #3
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by currentlemon View Post
    We already asked for this and, for the most part, the devs were unsuccessful. They tried to do this at the start of Shadowbringers and it started out okay. The levelling dungeons provided a decent challenge for healers. But after that, things got shaky. The level 80 dungeons did not provide any sort of challenge for healers (I hated the 5.2 dungeon so much). Extreme and Savage fights had healers dpsing most of the time and there were little heal checks. The 24-man raids this expansion weren't good for healers either.

    And from what I could gather, a Japanese Raid group cleared one of the Savage Eden fights without a healer. Titan Savage I believe.

    For the most part, Healers are one of FFXIV biggest weaknesses when it comes to the game itself. They're not fun and simply not challenging aside from the occasional Extreme and Savage fights. But telling healer mains to just play Extreme and Savage for engaging content is never a good thing.
    We're also the most ignored, and told to be quiet the most. "Just be quiet and suffer."

    Sometimes people maybe play Healers on an expert once a week when they don't feel like waiting, and they think that makes them an expert in the subject.

    Sometimes, SOMETIMES, they do an Alliance Roulette, and then don't cast a single damn heal throughout the entire roulette.

    "Expert"
    (7)

  4. #4
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by FoxCh40s View Post
    snip
    There's nothing "Expert" about Expert Dungeon roulettes. Seriously, I haven't seen a real heal check from a dungeon in a long time. Not since "The Burn" I believe. And no I will not count Bahamut in the 5.5 dungeon. The only "heal check" we get is if a tank decides to get greedy with their pulls and don't use their defensive cooldowns (I know this because I have done this before).

    You should play healers because you LIKE the job. Not because you want instant queues.

    In my opinion, expert dungeon roulettes should be done at minimum item level or SE should do a hard nerf to the max item level for roulettes entirely.
    (11)

  5. #5
    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 currentlemon View Post
    There's nothing "Expert" about Expert Dungeon roulettes. Seriously, I haven't seen a real heal check from a dungeon in a long time. Not since "The Burn" I believe. And no I will not count Bahamut in the 5.5 dungeon. The only "heal check" we get is if a tank decides to get greedy with their pulls and don't use their defensive cooldowns (I know this because I have done this before).
    His Akh Morn attack? BARELY does 25% of a DPS health bar. Hell, you don't even SEE the tankbuster "Flatten" well past when the boss should be dead.
    (1)

  6. #6
    Player Aword3213's Avatar
    Join Date
    Nov 2020
    Posts
    863
    Character
    Eizen Aifread
    World
    Typhon
    Main Class
    Monk Lv 100
    Quote Originally Posted by currentlemon View Post
    There's nothing "Expert" about Expert Dungeon roulettes. Seriously, I haven't seen a real heal check from a dungeon in a long time. Not since "The Burn" I believe. And no I will not count Bahamut in the 5.5 dungeon. The only "heal check" we get is if a tank decides to get greedy with their pulls and don't use their defensive cooldowns (I know this because I have done this before).

    You should play healers because you LIKE the job. Not because you want instant queues.

    In my opinion, expert dungeon roulettes should be done at minimum item level or SE should do a hard nerf to the max item level for roulettes entirely.
    As a person who do all contents in Min IL, including current Savage, older Savage, all ex trials, and 4 man dungeons. Healing is quite intense and I like that. Many spells are actually useful when you're are running Min IL. Some people complain GCD healing spell are useless, but there're lots of times I relied on GCD healing in Min IL contents. SCH shielding becomes very frequently used because my team will wipe without it.

    It makes me wonder. In order to make healer gameplay engaging, maybe we can try to homogenize those Defense/ Magic Defense and Vitality in the same tier without affecting gear progression. For example, IL 510 - IL 535 gives the same amount of Vitality and Defense. This way we still need to plan our mitigation and heals, and we still have DPS advantages given by high IL gears.
    (1)
    Last edited by Aword3213; 10-03-2021 at 07:01 AM.

  7. #7
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by currentlemon View Post
    There's nothing "Expert" about Expert Dungeon roulettes. Seriously, I haven't seen a real heal check from a dungeon in a long time. Not since "The Burn" I believe. And no I will not count Bahamut in the 5.5 dungeon. The only "heal check" we get is if a tank decides to get greedy with their pulls and don't use their defensive cooldowns (I know this because I have done this before).

    You should play healers because you LIKE the job. Not because you want instant queues.

    In my opinion, expert dungeon roulettes should be done at minimum item level or SE should do a hard nerf to the max item level for roulettes entirely.
    Except they're not going to do that, ever. They want the game to be as absolutely brain dead as possible. Hell, had a run of Skalla last night with a bunch of sprouts, they have no idea what a Gaze attack is, and took the hit on every single mechanic no matter how many times it presented itself.

    This is the kind of player base Square Enix caters to.
    (6)

  8. #8
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Aword3213 View Post
    As a person who do all contents in Min IL, including current Savage, older Savage, all ex trials, and 4 man dungeons. Healing is quite intense and I like that. Many spells are actually useful when you're are running Min IL. Some people complain GCD healing spell are useless, but there're lots of times I relied on GCD healing in Min IL contents. SCH shielding becomes very frequently used because my team will wipe without it.

    It makes me wonder. In order to make healer gameplay engaging, maybe we can try to homogenize those Defense/ Magic Defense and Vitality in the same tier without affecting gear progression. For example, IL 510 - IL 535 gives the same amount of Vitality and Defense. This way we still need to plan our mitigation and heals, and we still have DPS advantages given by high IL gears.
    No, just no.

    We should not be making concessions anymore, or having to play minimum ilvl content to feel the most enjoyment or challenge out of our jobs. The mere concept of that idea is absolutely ludicrous.
    (15)

  9. #9
    Player Aword3213's Avatar
    Join Date
    Nov 2020
    Posts
    863
    Character
    Eizen Aifread
    World
    Typhon
    Main Class
    Monk Lv 100
    Quote Originally Posted by FoxCh40s View Post
    No, just no.

    We should not be making concessions anymore, or having to play minimum ilvl content to feel the most enjoyment or challenge out of our jobs. The mere concept of that idea is absolutely ludicrous.
    It's not concession. We all know every content is designed to be approachable in Min IL, meaning the damage output from mechanics cannot exceed the limit of minIL groups. It's ludicrous too when you ask more things for healers to heal, while stacking HP and defense granted by high end IL gear which result in less healing required. No matter how frequently damage is dishing out by the boss, HP and Defense will always be the factors that reduce the need of healing and mitigation.

    It's not like I'm saying my idea is good though. It simply sprang on my mind when I see MinIL is mentioned, but now when I think of it, DEF and HP might worth being talked about because these 2 attributes do have impact on healer gameplay.
    (2)
    Last edited by Aword3213; 10-03-2021 at 11:57 AM.

  10. #10
    Player
    Raminax's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    756
    Character
    Shinonome Sanada
    World
    Phoenix
    Main Class
    Conjurer Lv 92
    It's a pretty dangerous slope, too, considering how gear is setup in FF14. As much as people drone on about being challenged and having their brain activated, I'd imagine the crowd that simply wants better gear to make their daily lives easier absolutely eclipses that group (and quite frankly, I believe even the first group likes getting nicer equipment, even if it isn't the primary reason to take on harder stuff). Take away increasing HP and defenses, and you remove part of the reason for gearing up - add healing potency to that list as well, as I've seen people suggest in the past, and healers end up getting up rewarded with nothing more than their Glareficoil hitting a few thousands harder.
    (1)

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