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  1. #261
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    959
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Droxybrobotnik View Post
    Well yeah, sorry for coming here and asking this angry echo chamber to have something that actually can replace the system for the entire game before the scream it has to go NOW. Common sense is dead I guess, but keep being mad.
    We have done so. Or did you not even LOOK:
    https://forum.square-enix.com/ffxiv/...ogizing-for-it.
    https://forum.square-enix.com/ffxiv/...ggestion-video
    https://forum.square-enix.com/ffxiv/...-healer-issues

    The point is, we have posts.

    The devs refuse to even LOOK at them.

    That is why we're angry. We have already told them the problems of the classes (before SGE). We've already asked for LITERALLY EVERYTHING.

    Return of HW/SB skill set.
    Higher healing requirements.
    Lower down time.
    SOMETHING TO DO IN OUR LARGE AMOUNTS DOWN TIME.

    If the devs want feedback they already have it. They've BEEN had it.
    (19)
    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

  2. #262
    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
    The history of healer treatment:

    In ARR, WHM and SCH were the only healers. Together, they had a fantastic duality. Each had weaknesses that were covered by the other's strengths.

    In HW, AST was added and made the healer that could be a substitute WHM or SCH. Initially, it was weak, but many players were also conflicted that AST had these two sects that mimicked the other healers rather than it having its own healing identity. Overall, though, healing was largely liked, and balance changes helped resolved AST's initial weakness. In patch 3.3, it received a significant buff to The Balance card, granting a 20% DPS boost to one ally that could be changed to a 10% DPS buff to the whole party. This made WHM feel invalid. With AST's healing being strengthened to match or surpass WHM, it having this incredibly powerful form of buffs made it clear it was the superior between the two. AST/SCH was the strongest combo. In lead up to SB, the player base was largely in agreement that WHM needed offensive buffs to compete with AST.

    SB comes and the reception of healing is mixed. There are some great quality of life improvements, but all the healers lost DoTs without compensation, and SE responded to healers wanting offensive buffs on WHM by saying that would ruin WHM's identity as a "Pure Healer" (whatever the hell that actually means). A chunk of WHM's tools were removed and added to the new Role Actions but received nothing to compensate. None of it's new actions did anything to address the flaws it had that AST did not. It received the worst mechanic ever designed in the Lily system: a hilariously inconsequential mechanic of marginally reducing certain cooldowns when casting your weakest, most useless spells, and Plenary Indulgence which was a laughably terrible capstone ability. SCH lost Energy Drain and Miasma II initially but later got them back. AST and SCH were still largely fun to play despite the more negative changes.

    ShB comes and greatly improves WHM's trash lily system with the new lily system, though that wasn't a difficult accomplishment and the mechanic had flaws. Many players brought up the glaring issue in its design in how it was a DPS loss and thus an afterthought rather than a mechanic worth working toward. Additionally, most players were quite unhappy to lose the earth, wind, and water aesthetic that separated FFXIV's WHM from the otherwise generic WHM of past titles. SCH was gutted, losing nearly everything that was considered a staple action and not offering anything in exchange. AST's card system was turned into an absolute clunky nightmare that both felt frustratingly unnecessary for what you got out of it while shitting on the core lore of the job's existence. Feedback on healing is extremely negative with very few white knights defending the new system, though this largely gets ignored by the non-healer parts of the community.

    EW responds to player feedback by continuing to completely ignore it and every bit of criticism the role receives. Healing has become more optional than ever before with the egregious amounts of tank sustain added to the game. The issues with WHM's lily system--which was immediately obvious to the player base at the beginning of ShB--only now was adjusted nearly 3 years later. The new healer, SGE, is the healer designed for the players who want a more complex DPS rotation on healing. It accomplishes this by being exactly the same as the other healers, but with 1 additional button on a 45 second cooldown. SGE takes the glass of water levels of spicy that the other healers offer and raises that up to an astounding whole wheat bread level of spice.
    (26)

  3. #263
    Player
    Grann-Goro's Avatar
    Join Date
    Mar 2017
    Posts
    246
    Character
    Grann Goro
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Quote Originally Posted by HyoMinPark View Post
    Probably because the developers have stated that they have no plans to increase the amount of outgoing damage that needs to be healed. Otherwise, the baby healers would be “too stressed out” and completely fall apart. Or something.

    They also removed the ability for bosses to Crit auto in any content added after Stormblood. Which I disagree with but apparently it was “too difficult to manage”.
    I know they said this, but I must say that, even if they are quite good in other domains, Yoshi P and his team are really stubborn and pretty bad game designers on that one specific aspect !
    Any healer role in any game that uses it HAS to be "stressful". You can't make the role engaging without this, and that's what people who like the role in different games are searching for in the first place.

    A DPS is fun when it has engaging rotations and "big numbers"
    A tank role is fun when it has a good "leardership" feeling
    A healer role is fun when... well.... when it is stressful. It needs the feeling that the party can't survive without him.

    A non-stressful healer role can't be anything else than a doctor who only cures basic headaches : boring !

    If they want to make a solo and non-stressful game, healers need to disappear for the game to work properly.
    (13)
    Last edited by Grann-Goro; 04-30-2022 at 11:14 PM.

  4. #264
    Player
    Raskbuck's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    250
    Character
    Rask Crowe
    World
    Leviathan
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by ty_taurus View Post
    Additionally, most players were quite unhappy to lose the earth, wind, and water aesthetic that separated FFXIV's WHM from the otherwise generic WHM of past titles.
    This was a great summary, and I think this is what stood out to me the most. I know it's just an aesthetic thing, but I really miss the elemental spells we had.

    For the next expansion, I'd like to see a Thundercloud-like effect on our DoT that can trigger Tornado as an AoE DoT. Have Glare give us something similar to Firestarter to cast Quake. Let us expend lilies in Flood as an offensive option. Things like that.

    I know this won't address the glaring (ha) issue of healing design, since the flaw lies on the fact that encounters as a whole require too little healing. It certainly doesn't help that tanks have acquired so much self sustain, we might as well be relegated to a lesser DPS category.

    The latest PvP revamp makes me feel the design team really doesn't know how to make healing engaging. So they just decided to completely eliminate it from the equation by giving everyone self healing. Maybe the PvE and PvP are separate teams design-wise, but I found healing in Frontlines before the revamp fun, due to the unpredictable damage and how chaotic it was.
    (6)

  5. #265
    Player
    Sani2341's Avatar
    Join Date
    Jul 2017
    Posts
    274
    Character
    Yo-tsu Amilar
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ty_taurus View Post
    SGE takes the glass of water levels of spicy that the other healers offer and raises that up to an astounding whole wheat bread level of spice.
    Whoa that's way bigger a leap then i'd have put it at.
    I'd say its more like dropping a piece of already squeezed dry lemon into the other healers empty glass
    (9)
    #FFXIVHealerStrike

    Quote Originally Posted by TheMightyMollusk View Post
    So who wants to go tell the god of wisdom and magic and king of the Viking pantheon that his robes aren't manly enough?

  6. #266
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Ravor View Post
    I think the problem with healer is not that the dev didnt have the ability to make it more complex or interesting, its more of trust issue, the dev didnt believe that most player will play healer if healing is harder than how it is today, like, how many healer actually remember to use lucid dream in order to sustain their MP anyway? Sage has many damage stuff to do and shielding will also reward you with extra damage kit, they should make all healer have fun stuff like this....
    If the later census is to be believed, the healer role is the least played. Though, strangely enough WHM is one of the most played classes. I imagine that is a result of CNJ being the only healer that is available at level 1.
    (7)

  7. #267
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by GrimGale View Post
    If the later census is to be believed, the healer role is the least played. Though, strangely enough WHM is one of the most played classes. I imagine that is a result of CNJ being the only healer that is available at level 1.
    And it always will be because it's the posterchild of the healer role, a classic FF staple, starts at level 1 and is braindead on top of that. No fight knowledge required, nothing to manage, just spam Medica II.
    As jaded as it sounds that is the reason many people chose WHM and freely admit to doing so. Least effort for same reward (instant invite, clear) and very reactionary.
    It doesn't matter if it's the weakest of the healers, you'll still see DF and PF alike overflowing with WHMs compared to the other 3 healers. It's rare to see a comp that's not WHM/ X in PF.
    (8)

  8. #268
    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 Raskbuck View Post
    This was a great summary, and I think this is what stood out to me the most. I know it's just an aesthetic thing, but I really miss the elemental spells we had.

    For the next expansion, I'd like to see a Thundercloud-like effect on our DoT that can trigger Tornado as an AoE DoT. Have Glare give us something similar to Firestarter to cast Quake. Let us expend lilies in Flood as an offensive option. Things like that.

    I know this won't address the glaring (ha) issue of healing design, since the flaw lies on the fact that encounters as a whole require too little healing. It certainly doesn't help that tanks have acquired so much self sustain, we might as well be relegated to a lesser DPS category.

    The latest PvP revamp makes me feel the design team really doesn't know how to make healing engaging. So they just decided to completely eliminate it from the equation by giving everyone self healing. Maybe the PvE and PvP are separate teams design-wise, but I found healing in Frontlines before the revamp fun, due to the unpredictable damage and how chaotic it was.
    What I think could've been cool would be to merge the elements with holy. For example, upgrade Glare to Quake, but the stone pillars are warped with white light and golden cracks. Tornado creates a white cyclone with golden ribbons swirling throughout. Flood creates an explosion of white water that leaves a rainbow behind.
    (5)

  9. #269
    Player
    Raskbuck's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    250
    Character
    Rask Crowe
    World
    Leviathan
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by ty_taurus View Post
    What I think could've been cool would be to merge the elements with holy. For example, upgrade Glare to Quake, but the stone pillars are warped with white light and golden cracks. Tornado creates a white cyclone with golden ribbons swirling throughout. Flood creates an explosion of white water that leaves a rainbow behind.
    I like those ideas too! Seems like a nice blend between Conjurer and White Mage.
    (4)

  10. #270
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Raskbuck View Post
    I like those ideas too! Seems like a nice blend between Conjurer and White Mage.
    Sure. Let's add some unicorns too while we're at it.
    (0)

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