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  1. #1
    Player
    Raven2014's Avatar
    Join Date
    Oct 2014
    Posts
    1,636
    Character
    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Maltothoris View Post
    Well that isn’t happening in this game. The issue with the first point is that this games gcd system is really slow at 2.5 seconds, you can’t have damage coming out that fast. With the second point, there is hardly any real chip damage in this game. It’s all burst. With point 3 all healers have so many tools with getting mp back, be it Lucid, exclusive moves or ogcds. Point well that’s really not in the realm of the pure healers outside of temperance, collective and neutral sect. Point 5 hardly any need to precast when we know when the damage is coming and how much it does.
    Frankly, my problem is not really about healing itself, but more about role indentity. Right now there are so much conflation between roles that it both make it a balancing nightmare and a messy ball of unclear purpose. The Green DPS issue is merely the poster child of the issue, but hardly the only issue. My solution, in full, is actually very radical:

    - Take away all party wide buff from DPS. Make them all selfish DPS. They're in charge of their own optimization and no one else. Also, remove stuff like fient and addle.

    - Tank should only be in charge of personal defensive cool down, and maybe debuff the boss. They should not be double up duty to party wide mitigation.

    - Support classes (p.range) should have the exclusive job as buffing the party, they should be the only one with party wide buffs.

    - Remove majority if not all but the most basic self healing (i.e second wind) from all classes.

    - Healers should be exclusive in charge of healing and raid wide mitigation.


    I feel this way you can amp up the complexity and difficulty for each "role" that is unique to them. Instead of this melting pots "everyone does everything just some better than the others with DPS the only true go to".
    (4)

  2. #2
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Raven2014 View Post
    Frankly, my problem is not really about healing itself, but more about role indentity. Right now there are so much conflation between roles that it both make it a balancing nightmare and a messy ball of unclear purpose. The Green DPS issue is merely the poster child of the issue, but hardly the only issue. My solution, in full, is actually very radical:

    - Take away all party wide buff from DPS. Make them all selfish DPS. They're in charge of their own optimization and no one else. Also, remove stuff like fient and addle.

    - Tank should only be in charge of personal defensive cool down, and maybe debuff the boss. They should not be double up duty to party wide mitigation.

    - Support classes (p.range) should have the exclusive job as buffing the party, they should be the only one with party wide buffs.

    - Remove majority if not all but the most basic self healing (i.e second wind) from all classes.

    - Healers should be exclusive in charge of healing and raid wide mitigation.


    I feel this way you can amp up the complexity and difficulty for each "role" that is unique to them. Instead of this melting pots "everyone does everything just some better than the others with DPS the only true go to".
    I see you did not at all mention that tanks are just fat DPS and your only change to them was removing party wide mitigation. So you're fine with the majority of a tank's kit being dedicated to DPS? Because you realise that it's stupid to have a tank with ~3-ish attacks and everything else being dedicated to aggro or mitigation, right? So why are healers so special that green DPS is considered problematic and conflates identity between roles when blue DPS isn't given the same treatment?

    They're never going to change fight design to suddenly require healers to dedicated most of their time to healing. That's never been the way the game has worked at any point. DPS has always been everyone's responsibility. Suddenly amping up healing requirements would not change this.
    (4)

  3. #3
    Player
    Raven2014's Avatar
    Join Date
    Oct 2014
    Posts
    1,636
    Character
    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by VentVanitas View Post
    I see you did not at all mention that tanks are just fat DPS and your only change to them was removing party wide mitigation. So you're fine with the majority of a tank's kit being dedicated to DPS?
    I said green DPS is the poster child of the problem, not the only part of the problem, or did you miss that part? If you want to remove DPS ability from tank, I will support you with both hand and feet. In fact, if anything your inquiry just simply illutraste my point in that everything in this game is funneling into DPS as the one and single metric that matter. Just like Piety is ignored on healer, the fact that battledance is also a hot potato stat despite it's supposed to be a tank stat further show the disconnect between class design and fight design.

    Because you realise that it's stupid to have a tank with ~3-ish attacks and everything else being dedicated to aggro or mitigation, right? So why are healers so special that green DPS is considered problematic and conflates identity between roles when blue DPS isn't given the same treatment?
    Read above, the only thing I realize is the battle for tank having unique identity were also fought and lose after they remove stance and aggro management. When I talk to a tank these days, if they don't mention the class the thing they focus on would make them almost indistinguishable from a DPS.

    That's exactly my issue with class design, every other role are stripped of its identity to eventually merge into the only one thing that matter, DPS. Blue DPS or Green DPS, same difference to me.
    (0)
    Last edited by Raven2014; 10-30-2022 at 03:17 PM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    Frankly, my problem is not really about healing itself, but more about role indentity. Right now there are so much conflation between roles that it both make it a balancing nightmare and a messy ball of unclear purpose. The Green DPS issue is merely the poster child of the issue, but hardly the only issue. My solution, in full, is actually very radical:

    - Take away all party wide buff from DPS. Make them all selfish DPS. They're in charge of their own optimization and no one else. Also, remove stuff like fient and addle.

    - Tank should only be in charge of personal defensive cool down, and maybe debuff the boss. They should not be double up duty to party wide mitigation.

    - Support classes (p.range) should have the exclusive job as buffing the party, they should be the only one with party wide buffs.

    - Remove majority if not all but the most basic self healing (i.e second wind) from all classes.

    - Healers should be exclusive in charge of healing and raid wide mitigation.


    I feel this way you can amp up the complexity and difficulty for each "role" that is unique to them. Instead of this melting pots "everyone does everything just some better than the others with DPS the only true go to".
    This I also don't get. Never has removing tools from most, in the long run, made the few who still get to hold onto their forms of those tools feel any more complex, nuanced, or fun due to their removal elsewhere.

    Remove enmity management from all but tanks and you don't get tanks that do more with enmity management. You instead get a game that simply has no enmity management, where tanks act like DPS but have Enmity bundled atop it. Rather than tanking, you just end up with tanks, which are then narrowed down skillsets that stand in place of actually interacting with that gameplay.

    Remove survival tools from DPS and you don't get greater healing intensity or value. You just get toned down healing mechanics, checks, and raid damage because when a two people get hit by the same AoE and only one can be sufficiently healed before the next raidwide, either the damage must be AoE healable and/or an oGCD able to be left on the backburner for mistakes, or one of those two die, completely outside of the healers' control, where the one not getting healed could previously have popped a defensive and then become the one prioritized next time (as their defensive would be on CD). Removing those defensives wouldn't just strip complexity from others, but also detract from the quality of life and/or complexity of healing.

    Etc., etc.
    (5)