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  1. #1331
    Player
    Puc's Avatar
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    Jan 2020
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    79
    Character
    Ya Ni
    World
    Exodus
    Main Class
    Sage Lv 90
    I do not want healers to get any more complex, they are in a good spot right now, people just need to realize that they can't have everything in one box. Accept that you want to play summoner or red mage for your damage rotation. Having a proc of a fire 3 type spell wouldn't be bad for an extra skill but other than that keep it as simple as possible.
    (1)

  2. #1332
    Player
    Rein_eon_Osborne's Avatar
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    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,836
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Yeah, this much simplicity is definitely one of the case of being 'in a good spot': https://www.youtube.com/watch?v=hlc-...4M_18NhpPR3ojs
    (9)

  3. #1333
    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 Puc View Post
    I do not want healers to get any more complex, they are in a good spot right now, people just need to realize that they can't have everything in one box. Accept that you want to play summoner or red mage for your damage rotation. Having a proc of a fire 3 type spell wouldn't be bad for an extra skill but other than that keep it as simple as possible.
    Pretty much as Rein says.

    Our gameplay experience devolves as we level up. Leveling dungeons can be fun and exciting to heal, with some being notorious for forcing us to be awake and on the ball. Expert dungeons? Absolute snooze fest. Slap a regen on the tank, asylum/soil on the ground and you might as well AFK for the rest of the pull for all it's worth. And don't get me started on bosses. 24 man? Arguably even worse.

    Not to mention that the skill ceiling now boils down to remembering a cooldown spreadsheet and simply not healing as much as possible.

    Not healing = healers in a good spot? Really?
    (14)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  4. #1334
    Player
    Zebraoracle's Avatar
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    Sep 2022
    Posts
    832
    Character
    Zebra Rune
    World
    Gilgamesh
    Main Class
    Sage Lv 90
    Quote Originally Posted by Puc View Post
    I do not want healers to get any more complex, they are in a good spot right now, people just need to realize that they can't have everything in one box. Accept that you want to play summoner or red mage for your damage rotation. Having a proc of a fire 3 type spell wouldn't be bad for an extra skill but other than that keep it as simple as possible.
    Absolutely hilarious. And by hilarious I mean so incredibly sad.
    (7)

  5. #1335
    Player
    PirateRyanG's Avatar
    Join Date
    Sep 2022
    Posts
    389
    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    Yeah, this much simplicity is definitely one of the case of being 'in a good spot': https://www.youtube.com/watch?v=hlc-...4M_18NhpPR3ojs
    Why do people always link this video?

    It is the first dungeon in the game.

    I literally cannot think of a single first dungeon in MMO I have healed in that is even remotely challenging. RFC in WOW, for instance, you have to drop a heal like once every minute and that is if you love those health bars to be full.

    That video even showcases something that NOBODY ever does in dungeons, let alone Satasha (taking on one mob at a time). No poop that there will barely be any damage in a beginner dungeon with one mob wailing on you.

    It is to allow you to get to grips with group content, not to push your skills to the absolute limit.

    At this point, healers are still learning how to balance between heals and DPS. They are learning how to target individual players in the group, blah blah.

    To be honest, the last pull of the game (if you pull everybody in that final room before the boss) can be challenging if you are not experienced, since nobody has AOEs, and damage is being hit out pretty intensely. I wiped there once in my early days. Although, that is because my attention slipped a little. If you falter with everything pulled, then you may slip to a point where the group can wipe.

    You and I both know that healing gets a bit more complicated and 'on the edge' the later you get in the game. The fight with Ultima Weapon is a real turning point, for me. It starts to sort out who has been paying attention to the previous dungeons, as now a healer has to DPS, damage, and pay attention to some hard-hitting mechanics.

    But nah. Use the very first dungeon of the game to prove a point.
    (3)
    Last edited by PirateRyanG; 11-05-2022 at 08:51 PM.

  6. #1336
    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 Sebazy View Post
    Pretty much as Rein says.

    Our gameplay experience devolves as we level up. Leveling dungeons can be fun and exciting to heal, with some being notorious for forcing us to be awake and on the ball. Expert dungeons? Absolute snooze fest. Slap a regen on the tank, asylum/soil on the ground and you might as well AFK for the rest of the pull for all it's worth. And don't get me started on bosses. 24 man? Arguably even worse.

    Not to mention that the skill ceiling now boils down to remembering a cooldown spreadsheet and simply not healing as much as possible.

    Not healing = healers in a good spot? Really?
    And healers are the only role whose gameplay becomes objectively worse the better we play. No other role suffers from that, no role should suffer from that design decision, because at a basic level all roles should be fun and engaging and right now healers aren't. That's not elitist to say, it's simply criticizing their basic systems.

    Quote Originally Posted by Shurrikhan View Post
    Probably not the minority there; bleeds are good at increasing healing intensity without feeling overly punishing. Or, put more generally, they offer a good amount of added engagement/difficulty with minimal increase in exclusion or anxiety (from needing a certain skill floor just to not have everyone die instantly).
    At certain gear levels you'll be able to avoid those bleeds entirely if you plan enough though, If you don't suffer any damage from a boss' attack (read: Critlo + buffed Shake it off) you don't get the bleed applied
    (8)
    Last edited by Deceptus; 11-05-2022 at 09:54 PM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  7. #1337
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,836
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by PirateRyanG View Post
    [...]It is to allow you to get to grips with group content, not to push your skills to the absolute limit.

    At this point, healers are still learning how to balance between heals and DPS. They are learning how to target individual players in the group, blah blah.[...]
    What is there to grip exactly when that exhibit literally showcased the healer don't need to exist at all in such situation? They're literally there just because Duty Finder says they have to be.

    [...]But nah. Use the very first dungeon of the game to prove a point.
    Would you rather people to attach a screenshot of some log? Because there are already some in this thread. I'm merely reposting what was linked in 2nd page. There are plenty other exhibits they can find within this thread, enough to make the point clear. I'm not going to repost all of that.
    (4)
    Last edited by Rein_eon_Osborne; 11-05-2022 at 09:56 PM.

  8. #1338
    Player
    PirateRyanG's Avatar
    Join Date
    Sep 2022
    Posts
    389
    Character
    Aserana Swian
    World
    Odin
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Rein_eon_Osborne View Post
    What is there to grip exactly when that exhibit literally showcased the healer don't need to exist at all in such situation? They're literally there just because Duty Finder says they have to be.



    Would you rather people to attach a screenshot of some log? Because there are already some in this thread. I'm merely reposting what was linked in 2nd page. There are plenty other exhibits they can find within this thread, enough to make the point clear. I'm not going to repost all of that.
    I can't think of a single first dungeon in any MMO where the healer needs to exist. Even most dungeons in ESO can now be accomplished without a healer (before you get into DLC or Vet content). Dungeon healing, especially early dungeon healing, is supposed to get you to grips with your spells. Not push you to the brink.

    Although, you also seem to be ignoring the point that the person in that video is not pulling mobs in the same way that happens in a dungeon, particularly Satasha.

    As a healer, go and do Satasha. Let a tank make the first pull (around the corner), while you run in and look at the colour of coral that you need to touch to trigger the first boss. Run back out, and your tank will have taken a sizeable chunk of damage that you will need to heal.
    (3)

  9. #1339
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    732
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    The other issue with trying leave healers simple is that it doesn’t really leave them anywhere to grow. What can they add now? More healing stuff? We already have more than enough tools to deal with that. They said themselves they won’t add more damage spells. They also want whm and sge to have no utility. So many restrictions that they are just setting themselves up to fail going forward.
    (8)

  10. #1340
    Player
    Rein_eon_Osborne's Avatar
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    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,836
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by PirateRyanG View Post
    I can't think of a single first dungeon in any MMO where the healer needs to exist. Even most dungeons in ESO can now be accomplished without a healer (before you get into DLC or Vet content). Dungeon healing, especially early dungeon healing, is supposed to get you to grips with your spells. Not push you to the brink.

    Although, you also seem to be ignoring the point that the person in that video is not pulling mobs in the same way that happens in a dungeon, particularly Satasha.

    As a healer, go and do Satasha. Let a tank make the first pull (around the corner), while you run in and look at the colour of coral that you need to touch to trigger the first boss. Run back out, and your tank will have taken a sizeable chunk of damage that you will need to heal.
    Alright, let's assume they pull more... Oh no! I have to cast a Cure I... and then 1 2 1 1 1 1 1 1. Wow, so refreshing.

    Then the tank gain confidence and decide to pull waayyy more. Oh no! I have to spam Cure I! Which is 3 3 3 3 3 3 3 3 3. Wow, very inspiring.

    If they don't want to raise healing requirement or make interesting healing (understandably so), then make downtime kits interesting.
    (4)
    Last edited by Rein_eon_Osborne; 11-05-2022 at 11:07 PM.

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