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  1. #1
    Player
    Risvertasashi's Avatar
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    Apr 2014
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    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50

    Another Yoshi interview: Healer DPS, Sage, Scholar, etc (MTQ)

    https://youtu.be/kAbCjPPS1RQ?t=157

    This one's release was delayed a bit from the media embargo, but it offers some more questions and discussions around the current healer topics so I thought people would want to see it. (But spoiler: It's along the same lines as the others).
    (2)

  2. #2
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
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    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    There is a bit in there where I think "okay, let's wait and see" because YoshiP says that the damage we will be receiving will be a little more intense therefore more healers will be more busy. I guess I could watch the dungeon run people did and observe to see what the incoming damage is like, but I don't want to spoil the dungeon for myself.

    As I've been saying since the ShB media tour our current toolkits are better suited for higher intensity healing. But he doesn't give an indicator on how they're doing it or the extent they're doing it. But the fact he's addressing it this way could be a positive. We'll obviously see what that is in practice, because if that's the goal they achieve then downtime is less of an issue, so DPS options are less of an issue. But I am skeptical, because it really matters on how they're trying to achieve this.

    But if they do achieve it, then I think it would create a situation where SGE and SCH are more shield dependent because they'll probably spend their other heals more frequently. And it could mean the shield/pure heal divide works.

    However, until I see how they have approached this then I will remain skeptical.
    (2)

  3. #3
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
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    1,280
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Saefinn View Post
    There is a bit in there where I think "okay, let's wait and see" because YoshiP says that the damage we will be receiving will be a little more intense therefore more healers will be more busy. I guess I could watch the dungeon run people did and observe to see what the incoming damage is like, but I don't want to spoil the dungeon for myself.

    As I've been saying since the ShB media tour our current toolkits are better suited for higher intensity healing. But he doesn't give an indicator on how they're doing it or the extent they're doing it. But the fact he's addressing it this way could be a positive. We'll obviously see what that is in practice, because if that's the goal they achieve then downtime is less of an issue, so DPS options are less of an issue. But I am skeptical, because it really matters on how they're trying to achieve this.

    But if they do achieve it, then I think it would create a situation where SGE and SCH are more shield dependent because they'll probably spend their other heals more frequently. And it could mean the shield/pure heal divide works.

    However, until I see how they have approached this then I will remain skeptical.
    If fights actually had constant damage to the point finding time to press your damage abilities is challenging i'd be okay with 1 button rotations
    They can't have low damage predictable fights and boring rotations though. I hope they actually choose one eventually, because whats the point of new healing abilities if damage stays the same lmao
    (3)

  4. #4
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,617
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reimmi View Post
    If fights actually had constant damage to the point finding time to press your damage abilities is challenging i'd be okay with 1 button rotations
    They can't have low damage predictable fights and boring rotations though. I hope they actually choose one eventually, because whats the point of new healing abilities if damage stays the same lmao
    With the sheer amount of mitigation, sustain and healing split between tanks and healers, they have to increase the outgoing damage. We'll be laughably overpowered with their current design philosophy.
    (5)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  5. #5
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
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    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ForteNightshade View Post
    With the sheer amount of mitigation, sustain and healing split between tanks and healers, they have to increase the outgoing damage. We'll be laughably overpowered with their current design philosophy.
    A lot of dps as well it's almost ridiculous

    (BRD heal buff, RPR regen, DNC regen+shield, rdm shield+healbuff, smn excog+regen...)
    (1)

  6. #6
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Saefinn View Post
    There is a bit in there where I think "okay, let's wait and see" because YoshiP says that the damage we will be receiving will be a little more intense therefore more healers will be more busy. I guess I could watch the dungeon run people did and observe to see what the incoming damage is like, but I don't want to spoil the dungeon for myself.

    As I've been saying since the ShB media tour our current toolkits are better suited for higher intensity healing. But he doesn't give an indicator on how they're doing it or the extent they're doing it. But the fact he's addressing it this way could be a positive. We'll obviously see what that is in practice, because if that's the goal they achieve then downtime is less of an issue, so DPS options are less of an issue. But I am skeptical, because it really matters on how they're trying to achieve this.

    But if they do achieve it, then I think it would create a situation where SGE and SCH are more shield dependent because they'll probably spend their other heals more frequently. And it could mean the shield/pure heal divide works.

    However, until I see how they have approached this then I will remain skeptical.
    That’s the same talk they gave us start shadowbringer. Lvl dungeons gonna be a bit spicy and after that we gonna be resident sleeper again for 99.9 % of the content.
    (22)

  7. #7
    Player
    Saefinn's Avatar
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    Aug 2013
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    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by Mortex View Post
    That’s the same talk they gave us start shadowbringer. Lvl dungeons gonna be a bit spicy and after that we gonna be resident sleeper again for 99.9 % of the content.
    I don't recall the talk from the devs suggesting that. Maybe I missed it during that media tour. But if the case, then yes, more skepticism.

    However, I do recall it being my concern that content won't match the healing kit, which turned out to be true and I still have that concern because we don't know how they're trying to deal with it this time.

    BUT it does seem YoshiP recognises in that video that the iLevel difference can create a problem here, which it does. It's one thing I've remarked about the ShB levelling dungeons, the first time I was like "I might be actually having fun on SCH" but doing them in good gear and I'm like "I'm so bored". So I hope that is taken into consideration with this stat crunch and I feel if they are going to make a change like YoshiP has said it would be during a stat crunch because if they're going to have to rebalance things anyway, why not better balance things for healers in the process?

    That said, I think to address this issue it's not just going to be stats that'll fix it but instead alleviate some of it, but mechanics needs to be considered and it may mean mechanics are better in EW, we don't know and if they follow their track record then 'no'.

    But this is the most coherent I've heard YoshiP talk about healer problems, so I'm like that may be a good thing, and this is why it's making me thinking "wait and see" now because to my mind how they do this will make or break whether the healer design works without making people bored as heck.

    If it's as you say then yeah, it won't do much.
    (1)

  8. #8
    Player
    Sylvain's Avatar
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    Oct 2015
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    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Well in term of raid damage what should really be added is more continuous burst ala E11S DoT aoe or E12S soft enrage AND more damage on tank which are not tank burster.
    Raid burster are strong enough, even as low as the first tier and they tend to be split into two categories such as : hard hitting but not deadly (share, spread, mid phase rb) and deadly without mitigation (phase transition)
    Usually people tend to go overboard with the phase transition mitigation which makes use of our mitigation tools and just overheal the rest, the issue is that there aren't enough "rest".
    They are too spread apart OR just pile one above another wich in both case means that all your heal/mitigation tools are just back or can take care of the whole set, for instance E9S starts with a set of triple RB which at min ilv actually hurts quite decently but because they're all so close together, as long as you keep enough to survive the transition, all your cd will be back before the next set of raid burster which is mid forest (and even their it's not that demanding)
    One thing that seems to be lacking imo are small but frequent raid damage and slightly randomize in contrast with the current scripted-to-the-second raid burster.

    Additionnaly damage on tank should be ramped up quite significantly to make good use of their new toolkit as well as healers' one.
    Currently, boss cast too much and when they cast, they don't attack which in turn makes them take very little damage. Constant AA are actually harder to heal than TB because you need to constantly keep an eye on them. Add a few "tiny tb" which would do about 50-60% of a tank's health without mitigation and you actually end up with significant tank damage that requires close attention.
    Taking for instance E5S ramuh, this boss casts so much that you can effectively keep your tank alive just with raid heal/mitigation and a few ogcd there and there. Reason is simple, everytime he casts a mech, he's not attacking, everytime he's doing a raidburster, the tank overally take less damage than 1-2 AA and gets heal from group heal.

    Ironically, the one moment Ramuh actually starts wrecking the tank is when he effectively does nothing but spam AA (when you have to dodge ground marker and get thunder aoe on top of you). If you've every progged that one in pf, you should know that's where tank usually get pretty damn low... because of AA.


    While it is on another level, I will take UcoB for example (just the healing requirement with the current powercreep from skill/food which makes it easier to heal than first week E11S/E12S)
    In P1, Twintania never stop AA except for regular TB and small TB. Most of its other abilities are either "weaved" (like it can shoot fireball at your range AND AA your tank) or have very short cast.
    The same goes for a Nael where constant HoT and attention are required to heal the tank from the frequent big and small TB as well as her incensant pocking.

    With all the new tools we get, raid damage have to be closer to what's done in lv70 ultimate as well as tank damage to at the very least make all our future toolkit relevant. (i'm not especially refering to very very hard hitting RB like golden bahamut, more like P1 P2)
    Anything below that (especially after the first boss) would result in the same "Glare spam" boredom fest. I'm not saying "CureII" spam is better but we have plenty of tools that are already untapped before that situation would get remotely close.


    Anyway we'll see, I'm very excited to see how healing will be this time around, slightly disapointed SCH and WHM didn't get a single new dps skill (I don't consider AoE rank2 a new dps skill)
    I really tought some sort of new DoT for SCH and a tiny GCD-on-cd burst-like skill for the whm would have been nice.
    (4)

  9. #9
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    Note that YoshiP referenced healer design for "5.X and beyond," so the current content is the "more intense" design that keeps healers "more busy" which they are targeting for EW.
    But that said we don't want to make the content impossible for players with not as high skill level to clear. Because if we make it too intense, the number of people who can clear the content will be very limited. We don't want to have a situation where somebody is just healing the whole time, like All the time all the time, or like we have to HAVE to manage MP constantly.
    (3)

  10. #10
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by HappyHubris View Post
    Note that YoshiP referenced healer design for "5.X and beyond," so the current content is the "more intense" design that keeps healers "more busy" which they are targeting for EW.
    But that said we don't want to make the content impossible for players with not as high skill level to clear. Because if we make it too intense, the number of people who can clear the content will be very limited. We don't want to have a situation where somebody is just healing the whole time, like All the time all the time, or like we have to HAVE to manage MP constantly.
    Oh no, you are right, I rewatched it, I must have missed the '5.x' (maybe my brain adjusted it to 6.x). Then damn...then it does make me worried if this is what they consider more intense.

    Following on from that, it sounds like they're still trying to make it so healers are doing more heals in encounters and says it's what they are trending towards, so it sounds like they acknowledge they're not where they want to be in that regard?

    And then highlights that item levels also make this hard, because 4 weeks out, 6 weeks out etc people's hear will be better and this affects heals, which is a point I can say "fair enough" on because I've said in other threads that when I did most of the ShB levelling dungeons first time on SCH that I was actually enjoying it, but our iLevels weren't that great. And how overtuned we are is present across a wide range of content, where previously challenging or semi-challenging stuff is a cakewalk, particularly in old content when we just roll mechanics.

    Another example I've remarked before is that whilst Cape Westwind is so much of a cakewalk that it's memeable in roulettes, but after we got our Titan Savage clear we thought it'd be fun/funny to try min iLevel run it and I was focusing a lot more on healing and the heals were more frequent than it was doing Titan Savage (though obviously not as complicated or difficult, because I don't want to suggest the two are comparable).

    So I feel there is truth here. The stat squish is a good opportunity to address this I think...I just hope they have, especially as its clear YoshiP is aware of this problem.
    (2)

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