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  1. #3231
    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 ty_taurus View Post
    I mean, they made a mechanic where Macrocosmos was an "I win" button. I'd hate to think that no one thought to consider macrocosmos when designing P3S, but honestly seeing how little care gets put into healers in this game, it's almost assuredly what happened.
    .
    The same job designers who didn't consider Macrocosmos "I Win" were the same ones who made bleeds harsh enough that had sages dumping their CD's.

    What did that result in?

    Players having their BUFFS not apply because our characters hit the buff max. . . in 2023/2024. We had a period where they had to increase the debuff limit on mobs because players hit the max, and now this.

    They literally don't think about this stuff when designing combat and healers
    (0)

  2. #3232
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,367
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Deceptus View Post
    The same job designers who didn't consider Macrocosmos "I Win" were the same ones who made bleeds harsh enough that had sages dumping their CD's.

    What did that result in?

    Players having their BUFFS not apply because our characters hit the buff max. . . in 2023/2024. We had a period where they had to increase the debuff limit on mobs because players hit the max, and now this.

    They literally don't think about this stuff when designing combat and healers
    To be fair why do every single one of SGE’s heals have to apply two buffs to everyone

    Why do you need to have unique buffs for kerechole’s mitigation and its regen, or holos shield and its mitigation

    The buff cap is a problem of their own making caused by every savage mechanic being “solve your debuff vomit” but god damn could they cut down on pointless healer buff bloat that just indicates heals
    (7)

  3. #3233
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Supersnow845 View Post
    To be fair why do every single one of SGE’s heals have to apply two buffs to everyone

    Why do you need to have unique buffs for kerechole’s mitigation and its regen, or holos shield and its mitigation

    The buff cap is a problem of their own making caused by every savage mechanic being “solve your debuff vomit” but god damn could they cut down on pointless healer buff bloat that just indicates heals
    The Holos barrier and mitigation effect make sense because if the mitigation is tied to the barrier, then the mitigation is lost when the barrier breaks. That being said, that's actually kind of cool. Make the mitigation stronger, but only last as long as the barrier does. Though I'm sure if the goal is to keep it as is, there could be a way to have an barrier persist even when the value is at 0 while still providing the effect.

    Physis II is a weird one. The regen lasts 15 seconds, but the increased healing effect only lasts 10 seconds. Because as we know, 5 extra seconds of a 10% increase to healing would be so broken that it would basically destroy the healer balance beyond recognition.
    (2)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  4. #3234
    Player
    Rikka_Chu's Avatar
    Join Date
    Apr 2024
    Posts
    30
    Character
    Rikka Chu
    World
    Twintania
    Main Class
    Summoner Lv 100
    Lets be honest Yoshi spits a lot of things that make no sence. A lot of things he says is just what players want to hear, even though they dont realise that what he said is actually bad for them and for the game.
    (7)

  5. #3235
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Macrocosmos in P3S is 100% an oversight, because instead of setting your HP to 1 like other doom mechanics, clearing the debuff in Death's Toll overkills you by several millions.

    As for the buff cap issue, that's why I think they should return to pre-ShB fight design. Let's look at O8S, he only really gives out 1 or 2 debuffs during his mechanics, most of the mechanics are done with invisible targeting, tethers and prey markers. Now let's look at P12S, some mechanics give you 3+ debuffs, some of the mechanics that those debuffs cause could also have been done with tethers or markers over the head, there was really no need for a debuff for everything.
    (2)

  6. #3236
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,956
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Isn't it always fun to have to painfully parse through a full party list with everybody full of buffs and debuffs in order to find the ONE debuff you're looking for in an incoming mechanic? Nisi style in TEA, etc.

    You'll have your debuff vomit and you'll like it.
    (4)

  7. #3237
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I really don’t like debuff check mechanics. I don’t see why those mechanics aren’t just given different types of telegraph indicators that communicate the same information in a much clearer way. I mean, I know the answer is “to make it harder” but it’s only harder my a smidge, and not in a fun way either. Making the challenge about squinting at a tiny icon to know what you need to do rather than some numbers overlaying your character is a really artificial way of adding difficulty.
    (9)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  8. #3238
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,195
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Kinda related to the topic, but I want to see more fights that feel less like you are managing game pieces, and more like the boss is genuinely trying to kill the party -- like the feeling should less resolving a mechanic, and more surviving an onslaught.
    (8)

  9. #3239
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by mallleable View Post
    Kinda related to the topic, but I want to see more fights that feel less like you are managing game pieces, and more like the boss is genuinely trying to kill the party -- like the feeling should less resolving a mechanic, and more surviving an onslaught.
    I completely understand what you mean. I don't really feel like boss fights are a power struggle between us and them, but almost more of a stage play or something. That's kind of why I want to see more chaotic elements at play. Rather than the boss standing around doing nothing while casting an upcoming mechanic, I want to see a return of more layered, smaller mechanics. One mechanic starts, and two more start before the first has finished. Like orbs popping, adds that explode, random party members getting hit with small AOEs, random line AOEs firing through the arena, and any one of these mechanics doesn't necessarily need to hit all that hard if failed, so getting clipped by things doesn't feel like a failure, but a part of the chaos.
    (4)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  10. #3240
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    732
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Actually I know I was making comparisons between p9s and o7s when it comes to randomness of party damage but looking back I remembered t10. T10 had head lightning which just targeted random people besides the wild charge target and then this was able to keep the pressure because it was completely who was going to get hit of the 7 and then you had to make sure you didn't get hit by the wild charge.
    (0)

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