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  1. #1311
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,786
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    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)

  2. #1312
    Player
    Raven2014's Avatar
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    Oct 2014
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    1,636
    Character
    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Shurrikhan View Post
    I'm actually mostly fine with both those changes / reductions, unless they'd be willing to actually make something interesting out of them.

    ...

    Esuna, as it's currently implemented, is more one-note than any other way of addressing a given debuff, so I'm honestly glad it's rarely used in its current form. Heal check? Nah, just use that special button that's otherwise wasted bloat.

    And ... that's exactly why I'm taking the stance that I'm making. Your first sentence ... if you present that as the choice to SE: either make it more interesting, or remove it then throughout the last 7 years they had left little room for doubt which option SE will pick. And that's exactly why we arrive at the barebone state that we are currently.

    - Fix an jaggy ability to make it work smooth or remove it: SE will remove it.
    - Have something interesting but still raw, should it be refined or remove: it will be remove.
    - Have an ability that does something, should content be designed to make use of it or just sideline it: it will be sidelined.

    AND, there is very clear pattern to how these decisions are made: to make it easy and easier to DPS. Being MP management, Aggro management or whatsoever, if it gets in the way of easing DPS, it'll get the axe. At this point, regardless of which role you play, it's very obvious DPS is the holy grail for SE.


    And where it will actually stop?


    Quote Originally Posted by Shurrikhan View Post
    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.
    That's not what I'm suggesting. What I'm suggesting is to concentrate the abilities into classes that make them more identifiable with its role, for example:

    - Why all DPS should be selfish DPS, party buff should be removed from every role and give it to support only. The current mess of buff window, meta comp is because this split between selfish classes and utility classes. The game already have a soft enforcement to encourage party to bring every roles, so this would help the balance issues between different comp. That may also help plucking MCH out of the eternal hole it has been stuck in since inception because it never really have a clear identity.

    - Why only healers should be in charge of party wide mitigation: yes, they should be remove from DPS and tanks, but that doesn't mean the fight have to adjust down. In stead of melee feint here, caster addle there, tank reprisal later, put all of that on a Regen healer. Instead of Shake here, Samba there, Magic Barrier somewhere else, put all of that on the shield healer. For once, like I said this will help reinforce the role identity. For two, I believe it would open more door for "healer exclusive" mechanic. Why play a healer and dream for a DPS rotation, what about a healing rotation? Right now healing rotation simply amount to mapping your oGCD into a fixed time line of a fight. What about combo action? For example, if I use ability A follow by ability B, it will proc an ability C that will give me a bigger shield for the next big hit? Or if I cast the heals in this sequence, it will give me a powerful regen bundle with a mit so I don't have to cast each of the separately the next time I need it?
    (1)
    Last edited by Raven2014; 11-01-2022 at 12:06 PM.

  3. #1313
    Player
    Semirhage's Avatar
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    May 2015
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    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by flowerfairy View Post
    I think that’s what they’ve been intentionally ignoring. More downtime buttons does not mean less healing. I never said that I didn’t want more heal-intensive mechanics, but what I did say is that only adding that to future fights won’t fix the fundamental issue healers face in every crevice of the game, not just endgame.

    The point is that we have a bunch of oGCDs that are extremely powerful AoE heals and they all come off cooldown really fast. This is actually more DPS centric then what I’m asking for. I want there to be meaningful choices between either doing damage or healing the party. That’s what well-designed healers and supports do across any genre of video games.

    I want the healing tools we have to be more significant than a bunch of generic X potency heals. This doesn’t make me any less of a healer… It’s gaslighting, plain and simple. It’s invalidating what I want as a healer player, even more so than you keep claiming that we’re doing to your ideas (which we aren’t, we’re telling you we asked for it before and SE refused.)
    I can tell someone isn't worth having a discussion with when they open with this "you aren't a REAL HEALER unlike meeeeeeeeeee" bunkum. It's bog-standard Sylphie smug posturing, not a discussion opener. It also perfectly illustrates that said Sylphie doesn't actually understand how skilled healers play but is proudly declaring that they do. There's no "discussion" there. It's just a Sylphie farting out "HeALeRs ShOULd HeAL OnLy" and sticking their nose in the air, which is all they ever do.
    (8)

  4. #1314
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,786
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    And ... that's exactly why I'm taking the stance that I'm making. Your first sentence...
    My first sentence was very much entwined with the last that you so handily cropped:
    Quote Originally Posted by Shurrikhan View Post

    Because it at least has that, though, I'd rather see Esuna expanded in its functionality (just not on what it can be used for without actually changing how it can be used).
    It's not just a matter of "make it more interesting, or remove it."

    It's a matter of "When would such a tool have a positive effect on gameplay? How can the tool or its context be adjusted for more interesting gameplay?"
    (4)

  5. #1315
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    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".
    While I agree with healing should be changed one way or another, I really hate that idea. lol We need more interaction between jobs. It's what MMOs are about. Main character syndrome should stay in single player games.
    (3)

  6. #1316
    Player
    Raven2014's Avatar
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    Oct 2014
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    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Shurrikhan View Post
    It's not just a matter of "make it more interesting, or remove it."
    Maybe not to you, but it is to SE, as their track record had proven.

    It's a matter of "When would such a tool have a positive effect on gameplay? How can the tool or its context be adjusted for more interesting gameplay?"
    And there have been plenty example cited by me and others of how, you even had given one yourself. The point here when you ask SE "This or making DPS easier", it's fairly certain they will always gonna pick the latter. Again, they have a 7 years record as proof for that. That's why the mindset of "we ain't gonna get more interesting heal anyway so may as well ask for more DPS" that exhibit by the majority here is something I will never agree with.

    I'll be honest, between the MORE HEALING PLEASE and MORE DPS PLEASE, it's a battle I'm full aware I will most certainly lose, but I had picked the side and will stand by it.


    Quote Originally Posted by Payadopa View Post
    While I agree with healing should be changed one way or another, I really hate that idea. lol We need more interaction between jobs. It's what MMOs are about. Main character syndrome should stay in single player games.
    Healer don't heal just themselves. Tank keep the boss so it doesn't randomly one shot anyone else. DPS need to know their rotation or everyone gonna die to enrage .etc. so I'm not exactly sure what you mean by "job interaction"? I'm not even sure what main character syndrome even have anything to do with it. If I have to guess, you mean ... one role is more important or central than others? That's absolutely not the case.
    (2)
    Last edited by Raven2014; 11-01-2022 at 01:15 PM.

  7. #1317
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,786
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    That's not what I'm suggesting. What I'm suggesting is to concentrate the abilities into classes that make them more identifiable with its role, for example:

    - Why all DPS should be selfish DPS, party buff should be removed from every role and give it to support only. The current mess of buff window, meta comp is because this split between selfish classes and utility classes. The game already have a soft enforcement to encourage party to bring every roles, so this would help the balance issues between different comp. That may also help plucking MCH out of the eternal hole it has been stuck in since inception because it never really have a clear identity.
    There ultimately is no real difference between "selfish" and "utility" outside of single-target buff pairings (DNC -> BLM/SAM); it all just comes down to rDPS. And that hasn't been a detriment to their identity.

    Nor has MCH's (lack of) identity had anything to do with its relative (lack of) utility. Nor has it been stuck in a hole since inception; any holes into which it has sunk were dug over time.

    Why only healers should be in charge of party wide mitigation: yes, they should be removed from DPS and tanks, but that doesn't mean the fight have to adjust down. Instead of melee feint here, caster addle there, tank reprisal later, put all of that on a Regen healer. Instead of Shake here, Samba there, Magic Barrier somewhere else, put all of that on the shield healer. For once, like I said this will help reinforce the role identity. For two, I believe it would open more door for "healer exclusive" mechanic. Why play a healer and dream for a DPS rotation, what about a healing rotation?
    Then that's exactly what I depicted (simply reducing the amount of gameplay available to each role by removing from them anything you arbitrarily decide isn't fully warranted by their "role identity," to the detriment of the game's available complexity and points of engagement), and I want nothing to do with it.

    Slap whatever additional points of enjoyable complexity you like onto Healers as well, but none of them require that you sap mechanics from Tanks or DPS any more than the existence of DPS would somehow warrant that up to 93% of healer GCDs should be spent on a single button.


    Quote Originally Posted by Raven2014 View Post
    I'll be honest, between the MORE HEALING PLEASE and MORE DPS PLEASE, it's a battle I'm full aware I will most certainly lose, but I had picked the side and will stand by it.
    That's not just a battle lost to you. That's a battle unique to you.

    You're about the only one insisting that the two must be mutually exclusive.

    Or, all the more extreme, that any such ultimatum should just be taken in stride if the devs were to insist upon it.
    To almost no one else would a lesser loss of two nonetheless vital components seem worth accepting. Yes, there is a fair bit of talk as to which would be missed more, and which can be more immediately and easily improved upon, but that's it. Few, if anyone, are claiming that they'd be happy if the game only allowed for healing off of 2-4 oGCDs upon swapping all of the healers' curative and damaging keys; the claim is simply that it'd be less contradictory to their GCD budget and may be somehow more fitting than the present situation, not that it'd be good/satisfying/acceptable.
    (2)
    Last edited by Shurrikhan; 11-01-2022 at 03:32 PM.

  8. #1318
    Player
    Raven2014's Avatar
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    Ribald Hagane
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Shurrikhan View Post
    Then that's exactly what I depicted (simply reducing the amount of gameplay available to each role by removing from them anything you arbitrarily decide isn't fully warranted by their "role identity," to the detriment of the game's available complexity and points of engagement), and I want nothing to do with it.
    No, rather it's completely opposite. You keep insisting what I suggest will result a "reduction" of game play while that's not necessary the case. It's a matter of quantity vs quality, or at least, a matter of width or depth. The current model insist everyone do a bit of everything, but also it means most of them are shallow. I propose a specialize model role that will allow more depth. Like ... does melee hitting feint, or a caster hitting addle once a blue moon (and also forget half of the time in PF) constitute meaningful and interesting gameplay? So now all tank can hit one button and give a party wide mitigation, but at the same time no longer have to worry about aggro management which is something that are much more identifiable to a tank.

    How does that different than Esuna yet you seem to have no problem with that ability being on the side line? How about instead of giving them one single button that's the most difficult part is "please remember to press it in time", let them focus on things that are MORE relevant to their role like ... idk, melee managing their TP (which was removed), or managing their MP (which has been neft to the point of irrelevant)?

    If this is your idea of "complexity", I'm not sure I want to know what your idea of simplicity gonna look like.

    And no, role identity, and what relevant is something is already well established over 20-30 of gaming history. Just because you want to frame it as my own "albitrary" decision doesn't make it so. Unless you want to argue "aggro management" isn't naturally part of a tank job? Funny, healers currently can already do something like 50% DPS of an actual DPS, and only like 800-1500 behind a tank on average, that's an INSANE level of output ... yet isn't this whole argument started because it's too "boring".


    Granted, I may be presenting my idea from the best angle but at the very least, it comes from actual existing examples. You and others however, decided to twist and bent it into the worst interpretation possible.

    That's not just a battle lost to you. That's a battle unique to you.


    Then you have not read what other had posted, neither you had play many other games. The pattern here it seems people on that side of argument seem to use the "healer heal is boring" to dimiss any alternative suggestion when others had provided plenty of idea, example, and even proof that healers can do a lot of things that relevance to their "job" beside just spamming heal, yet you and yours keep insisting on dismissing that idea despite the fact that FF14 is on the minority side when it comes to this particular issue.

    And I say "minority" just to cover all base, I do play a lot if not majority of relevance MMO ever release at one point or another, I don't want to make a claim out of ignorance because there maybe a game that I had missed. But personally, I have never seen a game based on the Trinity that has such a shallow conflation between the 3 roles. If anyone know of an MMO that you believe implement the trinity in a similar fashion, drop the name and I'll be happy to check it out.
    (1)
    Last edited by Raven2014; 11-01-2022 at 04:23 PM.

  9. #1319
    Player
    Dzonathan's Avatar
    Join Date
    Aug 2022
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    41
    Character
    Dzonathan Gavert
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Kacho_Nacho View Post
    Oh, I didn't forget it. I just wanted to touch on the crux of the issue with FFXIV healing, which is the lack of meaningful choices.
    Here's the issue with meaningful choices: The more meaningful it is, the less of a choice it is.
    If one choice is better solution to a given problem then it's not a choice.
    You can cut the steak with a side of your fork but if you have a knife available then you're not making a meaningful choice, you're being stubborn.
    (1)

  10. #1320
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
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    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Dzonathan View Post
    You can cut the steak with a side of your fork but if you have a knife available then you're not making a meaningful choice, you're being stubborn.
    Yeah sure but healer job design is a bland dry steak(more like a slice of moldy bread caked in ranch dressing imo) with no seasoning and not worth eating outside of when you are dying of hunger.

    Or even better you have a steak but Healers are only given a dirty fork that hasn't been cleaned in months to eat a steak whereas Tanks and DPS are given forks and knives routinely cleaned with every steak.

    Pretty garbage analogy.

    I think given 2 or 3 meaningful choice on what to spend something on in a jobs kit could be impactful. But the devs aren't interested in impactful choices.

    Where having a balanced diet of an apple, a carrot and a chicken sandwich would be great. Current job design only offers fatty fast food.

    Min-maxers kill the joy out of every job with the nuance of if it's meaningful it's the only option so no choice allowed.
    (4)

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