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  1. #161
    Player
    Yeastyloins's Avatar
    Join Date
    Jan 2022
    Posts
    168
    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by rewd View Post
    Oh no, anyway.

    We have a lot of tanks that don't use mitigation and plenty of DPS players that seemingly do their rotation with their eyes closed after having shuffled their hotbars around. I'm sure we can survive with healers having a skill floor and a skill ceiling too.
    I'm fine with it, I just think they will still complain about healer gameplay. And again, lets not reward players for playing like monkeys. It again sounds like they should have where in normal content, if you don't play properly you shouldn't be able to progress the MSQ. Can't mitigate an tank buster? You died and now you have try again. DPS not hitting buttons properly? Too bad, the boss enraged and no MSQ for you. Didn't reprise the party wide or put shields on the party? Healer and DPS all died and now you have to try again.
    (2)
    Last edited by Yeastyloins; 05-23-2022 at 02:11 AM.

  2. #162
    Player
    Join Date
    Oct 2021
    Posts
    959
    I swear that I will never post on this forum again if SCH gets Miasma and Bane back, it is literally that simple SE
    (6)

  3. #163
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,400
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Yeastyloins View Post
    Again, I said a lot of the player base i.e. the playerbase that doesn't step into hard content which I should have clarified. Savage/Ultimate healers won't have an issue with it for sure, but the remainder of the playerbase? The player base that don't understand when AoE rotations will overtake single target damage based on the number of targets? The part of playerbase who don't understand how mitigation works and will pop mitigation at like 20% and then not understand why they still died? The portion of the melee playerbase that fail to hit positionals or use true north? Shield healers that put their shields on the party after damage goes out?

    If anything, Damage should be significantly more deadly in normal content and damage should be consistent in savage (think the damage ticks that go out during the entirety of the add phase of P3s) so healer should have to use their entire toolkit properly.
    Yet we haven't been given that, even in P3S. You only can heal so much with how they've handled healing that we still have to DPS 90% of the time. Once you have a healing plan for the fight, you tend to run with it and follow the fight timings and movement. While we do use our whole toolkit in Savage/Ultimate, we don't always unless there's a major screw-up in dungeons. When there is naught importance to heal(either because of how Tanks have taken to healing themselves with their abilities or being supported by DPS), then we DPS - and as you can see in the metrics above, we DPS A LOT. Why? Because we don't have anywhere else to pour our GCDs into unless you'd prefer us to stand there like a Sylphie. Because even with increased damage, we're going to have those times where we don't have anything to heal still. Adding more DPS Buttons isn't going to harm your average Sylphie.
    (8)

  4. #164
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,896
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Yeastyloins View Post
    A lot of the player base would get an enhanced DPS rotation for healers and either:

    A) Die more frequently and complain
    B) End up letting other people die more then complain
    See SGE, RPR, and SMN in early 6.0. Having new toys to play with, people do die and make stupid mistakes real often but isn't that just part of the learning process? People don't need to play 100% perfectly on their first times. This sort of growth is also one of the reason some players stays longer to play a job because there's a 'progress' to be made.
    C) Not even do the rotation properly and complain because it is hard to do it if you have to heal dumb players
    See DNC rotation? They have one of the most forgiving rotation that do not breaks unless they accidentally press the same button. Surely healers can have something as simple as that? Anything, at all. To break. The current monotony. Pressing 1 button for 80% of any encounter is ... *wheeze*

    D) Not even DPS, since there is a large number of players that literally just sit there not casting a single DPS ability right now
    See rewd's.
    (8)

  5. #165
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Yeastyloins View Post
    I'm fine with it, I just think they will still complain about healer gameplay. And again, lets not reward players for playing like monkeys. It again sounds like they should have where in normal content, if you don't play properly you shouldn't be able to progress the MSQ. Can't mitigate an tank buster? You died and now you have try again. DPS not hitting buttons properly? Too bad, the boss enraged and no MSQ for you. Didn't reprise the party wide or put shields on the party? Healer and DPS all died and now you have to try again.
    The thing is, there's always going to be a section of the playable that is incapable of just about anything beyond remembering to breath.

    We had the same level of complaints back when healers had cleric stance, we had the same amount of complaints when 2.0 Amdapor Keep and 2.1 Pharos Sirius were legitimate challenges and later on when they were both mindlessly easy.

    Most will adapt just fine and the sad reality is it'll be the same people failing either way especially since a little more DPS complexity most certainly isn't remotely as perilous to an inexperienced healer as Cleric Stance was.
    (10)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  6. #166
    Player
    Yeastyloins's Avatar
    Join Date
    Jan 2022
    Posts
    168
    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by HyperiusUltima View Post
    Yet we haven't been given that, even in P3S. You only can heal so much with how they've handled healing that we still have to DPS 90% of the time. Once you have a healing plan for the fight, you tend to run with it and follow the fight timings and movement. While we do use our whole toolkit in Savage/Ultimate, we don't always unless there's a major screw-up in dungeons. When there is naught importance to heal(either because of how Tanks have taken to healing themselves with their abilities or being supported by DPS), then we DPS - and as you can see in the metrics above, we DPS A LOT. Why? Because we don't have anywhere else to pour our GCDs into unless you'd prefer us to stand there like a Sylphie. Because even with increased damage, we're going to have those times where we don't have anything to heal still. Adding more DPS Buttons isn't going to harm your average Sylphie.
    That's my point. They should have it like that. There should be constant damage in fights and raid wide damage should be done with multiple hits. You should have that damage aura active during the entirety of p3s INCLUDING during FoA, FoF, and Death's Toll so it strips off shields because its pulsing for like 5k damage. Fourfold chains in P1s should ramp in damage so that final chain should hitting the entire raid for an amount similar to wardens wrath with zero mit. Warden's wrath should apply 30 second bleed on the entire raid. The Final intemperance explosion should outright be close to killing players unless they are topped off. P2s you could have 2 random non-tank players get a dot that needs to be spot healed otherwise those players may die. There are myriads of things they can do to make healing interesting instead of making healing matter only 10% of the fight. If you had it like then you could incorporate further utility in other jobs. One of the coolest things I think about RPR is their defensive applying a hot to their party. Proper use of 3rd eye for SAM could add an AoE heal that is for half of the damage mitigated which could reward the SAM and their party for their proper play by not only reducing the damage and providing more resource for damage but to help out other roles. It creates an awesome synergy of encouraging and rewarding proper play.

    You then bring that design for dungeons but in a more reasonable fashion. I'm not saying you should have to invul every tank buster or you straight up die or that party wides need a 2 min healer CD to survive or that you need to kill the boss within a minute or you die. Just something more because I remeber hitting 590 ilvl on my GNB and I would just eat 3 vuln stacks in order to maintain uptime and still be in no worry of dying so long as my healer doesn't turn off their monitor/TV and does the odd heal here and there.
    (1)
    Last edited by Yeastyloins; 05-23-2022 at 02:58 AM.

  7. #167
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    978
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    [QUOTE=Yeastyloins;5966774
    If anything, Damage should be significantly more deadly in normal content and damage should be constant in savage (think the damage ticks that go out during the entirety of the add phase of P3s) so healer should have to use their entire toolkit properly.[/QUOTE]

    And again, we've asked for more frequent damage.

    Square Enix and Yoshi P has said either go do ultimate (which there is a thread of) and no.

    We are not getting more damage. Period.

    As for the rest of your post, I could type up a long rant but it is going to boil down to this:

    If healers are supposed to be stuck with 1 dps (and a dot) for most of the time when they get good at the job because the player base as a whole believes we healers do not deserve to have a higher skill ceiling because they fear a wipe so much, why do tanks not suffer the same issue? If all roles dps, tank and healer can have bad players who don't know how to play their jobs yet tanks don't have pruning to focus on nothing but mitigation (1 dps button and one aoe button to hold aggro and double their mitigation options, like healers have 1 dot 1 nuke and 8-10 healing spells) and DPS aren't reduced to a 1 button press rotation (akin to SMN's macro which plays the game for them) why is HEALER the sole role stuck with it?

    This is called a double standard. Tanks and DPS get to have depth, but healers do not? Why?
    (8)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  8. #168
    Player
    Yeastyloins's Avatar
    Join Date
    Jan 2022
    Posts
    168
    Character
    Yeasty Loins
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by ASkellington View Post
    And again, we've asked for more frequent damage.

    Square Enix and Yoshi P has said either go do ultimate (which there is a thread of) and no.

    We are not getting more damage. Period.

    As for the rest of your post, I could type up a long rant but it is going to boil down to this:

    If healers are supposed to be stuck with 1 dps (and a dot) for most of the time when they get good at the job because the player base as a whole believes we healers do not deserve to have a higher skill ceiling because they fear a wipe so much, why do tanks not suffer the same issue? If all roles dps, tank and healer can have bad players who don't know how to play their jobs yet tanks don't have pruning to focus on nothing but mitigation (1 dps button and one aoe button to hold aggro and double their mitigation options, like healers have 1 dot 1 nuke and 8-10 healing spells) and DPS aren't reduced to a 1 button press rotation (akin to SMN's macro which plays the game for them) why is HEALER the sole role stuck with it?

    This is called a double standard. Tanks and DPS get to have depth, but healers do not? Why?
    Because your depth should be focused on healing rather than damage. The fact that nothing has been done to do this on the part of the developers is horrendous issue and is on par with some of WoW's more terrible game design choices like bowered power and suggests that Yoshi P should not have a hand related to anything in the PvE realm of this game. However if I had a choice between healers getting a more indepth dps rotation vs encounters requiring more demanding healing, then I would like the latter since if healers get too crazy of a DPS toolkit then the overall game design will get further simplified. Do I think healers would be fine get maybe like 2 or 3 more buttons that have an interaction? Sure. Should it be as extensive and in depth as tanks, let alone DPS? No.

    Tanks in my opinion should have significant costs to their defensives, something like Heart of Corundum costing a cartridge, Bloodwhetting should consume all of your gauge and the healing/shield effect is based on the amount of gauge consumed. All defensives should be a GCD as well, instead of something you're weaving in your rotation.
    (1)
    Last edited by Yeastyloins; 05-23-2022 at 03:52 AM.

  9. #169
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Yeastyloins View Post
    Because your depth should be focused on healing rather than damage. The fact that nothing has been done to do this on the part of the developers is horrendous issue and is on par with some of WoW's more terrible game design choices like bowered power and suggests that Yoshi P should not have a hand related to anything in the PvE realm of this game. However if I had a choice between healers getting a more indepth dps rotation vs encounters requiring more demanding healing, then I would like the latter since if healers get too crazy of a DPS toolkit then the overall game design will get further simplified. Do I think healers would be fine get maybe like 2 or 3 more buttons that have an interaction? Sure. Should it be as extensive and in depth as tanks, let alone DPS? No.

    Tanks in my opinion should have significant costs to their defensives, something like Heart of Corundum costing a cartridge, Bloodwhetting should consume all of your gauge and the healing/shield effect is based on the amount of gauge consumed. All defensives should be a GCD as well, instead of something you're weaving in your rotation.
    "Healers should get their kit depth from healing" flies in the face of basically all RPG design save attrition MMOs.
    (9)

  10. #170
    Player
    Join Date
    Oct 2021
    Posts
    959
    Redesign every fight in the game or return the DPS buttons healers had in the past? Hmm, hard choice...
    (11)

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