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  1. #1
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    Renathras's Avatar
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    Quote Originally Posted by Rilifane View Post
    And that would be worse how exactly?
    We currently get 3 free stacks and then avoid the skill like the plague in a 10min fight. I never claimed it would fix all issues but if "too op" really is your only concern, I provided a very simple and very effective fix - limit it by MP cost that are too high to make it spammable. That's all. It would certainly be better than what we currently have and even offer a little bit of a skill ceiling. Having something to optimize isn't a bad thing.
    Fair enough.

    There probably are some solutions to be had. I guess the important thing is just to bring up options and see if anything sticks out as a good solution to employ.

    Quote Originally Posted by ty_taurus View Post
    A really easy way to fix the issue with Toxikon while making SGE more fun to play would be firstly to either buff Toxikon to double Dosis potency or have it combo into another Dosis potency OGCD attack used right after Toxikon.

    From there, simply reworking how Addersgall/Addersting are obtained slightly. Instead of generating normally over time, SGE gets a new DPS button that generates 1 Addersgall and 1 Addersting, has a 20 second cooldown on the GCD, and has 2 charges. Then whenever you activate Kardia healing, your gauge increases by 2. When your guage is 50 or higher, your next E. Diag or E. Prog grants 1 Addersting. The Addersting generation on E. Diag breaking is removed.
    One argument I've seen is changing Rhizo to generate Addersting (and either making it a 60 sec CD or giving it 2 charges). And, honestly, it's one of SGE's most lackluster abilities, so having some extra function there might be just what the doctor ordered.

    EDIT:

    Quote Originally Posted by Supersnow845 View Post
    I love how you just make the statement oh yes things have changed, what things, oh you know things,
    I can go into more depth, if you like? Off the top of my head:

    - 1.5 spamcast to allow more weaving
    - Differentiation into Pure and Barrier Healers (for whatever that's worth in practice)
    - The removal of a spec (nAST) and addition of a new Healer Job (SGE)
    - The new capstone abilities, particularly Expedient
    - SCH pet changes, both in terms of potency and responsiveness
    - Ability/Button changes (like Consolation being merged with Seraph)
    - Tuning changes (like Misery being DPS neutral, which wasn't true in 5.X nor in 6.0)
    - Party changes that affect Healers (like tank active mitigation abilities)
    - All of the new abilities added overall as well as charge gains on existing abilities (Benison, Aquaveil, etc)
    - Encounter design changes and how they work with these abilities (for example, more short pulses of multi-hit damage; the addition of strong bleed debuffs)

    That's just a few things off the top of my head that might make zero difference to you, but we're not talking about just you, we're talking about every healer in the game collectively. Indeed, note how SCH is at the bottom of the list in satisfaction in the 5.0 poll, but is 7th most played and most played healer in the 6.2 JP data. While the latter is of "main" so we don't know if they're all satisfied, it's probably reasonable to assume people picking it more means they don't HATE it, and it is more played by the JP base than the others. The data you provided seems to indicate there's been a change over time.

    The healer role is not, it seems, "exactly the same as it was in 5.x" unless you squint so hard that a WHM looks like a SAM. You do the same thing you accuse me of, btw, insisting there were no changes, pointing out some things that changed, but insisting they didn't really do anything.

    And no you can’t just go “yeah but you were annoyed because your main got lobotomised,
    I'm curious what argument you think I'm making?

    I'm not saying you can't be annoyed or that feelings of annoyance aren't valid.

    I'm saying that those feelings do not persist to players who started or picked up a Job after the change and don't have that emotional attachment to its previous form. There are many cases of irl things where people who are with it when there is a change hate it, but new people who are introduced to it after the change love it.

    job satisfaction crashing after a major change is the cleanest way of showing a change was unpopular,
    WITH THE PEOPLE who didn't like the change or liked the prior state. You know as well as I that many of those players stopped healing while we also have literally millions of new players, including hundreds of thousands, if not over a million, new healers. You think all of them identically share that opinion? What is your basis for that belief?

    and the fact that it didn’t recover from 5.0-5.25 shows it was a sustained bad decision
    This, on the other hand, is a decent argument. The problem with it is, it's also 3 years old. DO we know that it didn't recover after 5.25? No. DO we know it was a sustained position? No. So we don't know it was a sustained bad decision because we don't have the data to support that.

    And no adding those points up says absolutely nothing because you are counting people multiple times,
    O...kay. Let me ask you this question:

    When you shared that data, what did you think it showed? That is, what were you trying to prove with it?

    And I said “kinda okay” with the caveat that raids don’t work without healer mains
    (...this exact same argument can be made for literally all mains...)

    there is little to no data for endwalker I’ve found the most up to date data there is,
    This does seem to be the case from me searching to see if there's new data as well. Kind of unfortunate since I'd like to see if those trends have held up or not. I suspect they have not, but data is needed to know one way or the other.

    it’s obvious that you don’t really care what I have to say
    That can't be obvious - because it isn't true.

    I actually do care what you have to say. I disagree with a lot of it, but that doesn't mean that I don't agree with any of it, nor does it mean I don't care.

    On the subject of expedient if you actually believe that people were clowning on the skill and not how square chose to display it then that’s a reading comprehension issue
    If you were on this forum OR Reddit OR most any FFXIV Disc OR in the comments of any FFXIV content creator's YouTube videos - you know that people were clowning on the skill.

    There were people, to their credit (not to toot, but I was one of them), pointing out that it might be a sleeper skill that would turn out to be really good. My own position was that SCH was the most powerful (clunky as all hells, but powerful) healer in ShB and likely would be in EW, despite all the shiny new toy SGE hype and people talking down SCH.

    ...but there were a LOT of people clowning on not only Expedient but SCH, insisting the Job was a total mess, and moreover, that no one would be playing it in 6.X with SGE there to move to instead.

    Those people absolutely existed, and it wasn't a "reading comprehension issue", and I suspect even you know that.

    I can use other examples of the community feeling one way but those views changing, if you don't like that one, but I suspect you realize the truth of my argument there and just don't like it...

    THAT SAID:

    I don't mind good discussions. If you have more data, we can talk about it, and I actually do enjoy those conversations and comparisons. As I've said a couple times now, my issue is the hyperbole and overstatement of claims. It prevents any serious discussions or solutions because the absurdity of the positions. And there's legitimately no reason for it.

    You don't need to claim that 90% of people hate healing and the role is on its deathbed...to note that there are problems with the role and Jobs in it and they need changing. It could be that only 10% of people dislike the role and it's middle of the pack in terms of popularity, and that could already justify working on changes. There's no reason to overstate the case at all.

    Quote Originally Posted by Azuri View Post
    Woah, look at the badass over there. A badass who averages 60-70% GCD uptime. Sorry, lad, but someone who does nothing for a third of the fight doesn't get to talk about "understanding of the topic".

    You are getting carried by your groups. End of story.
    This, I will dignify with no further response other than pointing out it's a TOS violation. Good job, "lad". (I bet you think pressing oGCDs is "nothing" too, as if the buttons magically push themselves...)
    (1)
    Last edited by Renathras; 09-21-2022 at 12:18 PM. Reason: Marked with EDIT

  2. #2
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    Conchoidal's Avatar
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    Quote Originally Posted by Renathras View Post
    Fair enough.
    I'm saying that those feelings do not persist to players who started or picked up a Job after the change and don't have that emotional attachment to its previous form. There are many cases of irl things where people who are with it when there is a change hate it, but new people who are introduced to it after the change love it.

    WITH THE PEOPLE who didn't like the change or liked the prior state. You know as well as I that many of those players stopped healing while we also have literally millions of new players, including hundreds of thousands, if not over a million, new healers. You think all of them identically share that opinion? What is your basis for that belief?
    Honestly I think it's a bit unfair to completely discard the opinions of the veteran players who truly have a passion for this game to have played it and engaged with the community for years in favour of newer players who have no real "loyalty" to the game or community and might leave once another shiny new MMO comes out. FFXIV doesn't have new players because of current healer design, it has it in spite of it. We will lose these new players very quickly if jobs are continually homogenised and sterilised.
    (9)

  3. #3
    Player
    T-Owl's Avatar
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    Quote Originally Posted by Conchoidal View Post
    Honestly I think it's a bit unfair to completely discard the opinions of the veteran players who truly have a passion for this game to have played it and engaged with the community for years in favour of newer players who have no real "loyalty" to the game or community and might leave once another shiny new MMO comes out. FFXIV doesn't have new players because of current healer design, it has it in spite of it. We will lose these new players very quickly if jobs are continually homogenised and sterilised.
    We have to also consider, a great portion of new Players also comes from World of Warcraft and I can't see many of them staying engaged with the healer design of this game in the long run, compared to what they knew. WoW Healers are much more diverse and complex in terms of their different playstyles than they were at any point in FF14. Somebody who played Discipline Priest in Wow and jumps to Sage in FF14 because its advertised as similar will probably have a rough awakening after the first honeymoon phase. And that isn't really a process that only affects veteran. I only took up FF14 healing seriously in Endwalker, before I just leveled Scholar once during Stormblood. By just knowing that I am supposed to dps most of the time and use ogcd heals before casts I could already start with a hugh dps uptime and it took me mere months until I was burned out of the role due to the 1 button spam. And I played main heal in most mmos outside off ff14.

    And lets be honest, the Honeymoon Phase For WoW Refugees should be about over at this point and you can see it by complaints over issues like job balance getting louder. People start to be done with the MSQ.
    (5)

  4. #4
    Player
    Renathras's Avatar
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    Quote Originally Posted by T-Owl View Post
    We have to also consider, a great portion of new Players also comes from World of Warcraft and I can't see many of them staying engaged with the healer design of this game in the long run, compared to what they knew. WoW Healers are much more diverse and complex in terms of their different playstyles than they were at any point in FF14. Somebody who played Discipline Priest in Wow and jumps to Sage in FF14 because its advertised as similar will probably have a rough awakening after the first honeymoon phase. And that isn't really a process that only affects veteran.
    I somewhat agree with this. It's long been amazing to me that WoW had such differences between their healers with them still being relatively well balanced and viable outside of some weirdness here and there (I remember in Vanilla/BC when Disc was "the leveling spec" for Priests until they could respect to unlock Shadow Form because it increased wand damage -and yes, you read that right. Mage was like that with Arcane, and there was even a meme in a machina video at the time, and I quote, "I'm gonna...WAND you to death!!!"). They all feel different, but generally good.

    I think part of that is due to the raid size, though. When the game is tuned to encounters where you have 4-7 healers (and the number can be kinda variable based on party, team, encounter, etc) AND where players can easily swap specs (so healers can quickly swap over and DPS or Tank on fights then swap to Healer on the fights they heal), where it can be assumed you have all of them at the table together in most encounters, it's probably easier to balance than if you have only 2 and you have to balance based on (most) combinations of the two.

    Though I really do agree that it would be nice to get more diversity between the Healers. There's no reason they should all have the identical "rotations" they do today.

    EDIT:

    Quote Originally Posted by Conchoidal View Post
    Honestly I think it's a bit unfair to completely discard the opinions of the veteran players who truly have a passion for this game to have played it and engaged with the community for years in favour of newer players who have no real "loyalty" to the game or community and might leave once another shiny new MMO comes out. FFXIV doesn't have new players because of current healer design, it has it in spite of it. We will lose these new players very quickly if jobs are continually homogenised and sterilised.
    Good thing...I'm not doing that, then?

    I didn't say to "completely discard" them. I'm saying you have to weigh them against others. For example, my main in SB _WAS_ SCH. Want to know the two things I hated about SB SCH?

    1) DoTs - because I hate DoTs in general as a gameplay mechanic.
    2) Having to macro Eos.

    In ShB, they removed the latter and MORE OR LESS removed the former. So not every veteran agreed with the concensus position. Moreover - and this was my point - many people warmed to it after playing it a bunch (especially later in ShB - 5.3 and on) and many new healers or people that newly picked up SCH liked it as well. But people are often very passionate about changes, even if after living with them for a while, once those emotions die down, they reevaluate if their complaints were valid or if they were emotional responses. That was the point I was making.

    I'm not saying discard their opinions, I'm saying the dated polling/survey is likely not reflective of the current situation AND likely captured a lot of emotion/passions of the time.

    I also contend, to the last point, that a lot of people DO like FFXIV's healer design. I personally believe it can be improved on, but it appeals to a lot of people, including new players.
    (1)
    Last edited by Renathras; 09-22-2022 at 01:27 AM. Reason: Marked with EDIT

  5. #5
    Player
    T-Owl's Avatar
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    Quote Originally Posted by Renathras View Post
    I somewhat agree with this. It's long been amazing to me that WoW had such differences between their healers with them still being relatively well balanced and viable outside of some weirdness here and there (I remember in Vanilla/BC when Disc was "the leveling spec" for Priests until they could respect to unlock Shadow Form because it increased wand damage -and yes, you read that right. Mage was like that with Arcane, and there was even a meme in a machina video at the time, and I quote, "I'm gonna...WAND you to death!!!"). They all feel different, but generally good.

    I think part of that is due to the raid size, though. When the game is tuned to encounters where you have 4-7 healers (and the number can be kinda variable based on party, team, encounter, etc) AND where players can easily swap specs (so healers can quickly swap over and DPS or Tank on fights then swap to Healer on the fights they heal), where it can be assumed you have all of them at the table together in most encounters, it's probably easier to balance than if you have only 2 and you have to balance based on (most) combinations of the two.

    Though I really do agree that it would be nice to get more diversity between the Healers. There's no reason they should all have the identical "rotations" they do today.
    As we agree on one thing, I think one important difference to be pointed out is just how healing works technically. WoW always had a pretty good makro system that had to be reigned down quite alot in its past actually and was always open for addons, which it will occassionally adapt, which lead to mouse over healing becoming pretty much the norm for WoW. It should be a standart feature. Having to regularily switch targets manually is just not comfortable and the shorter gcd makes healing actually more flexible. Then there is stuff like Damage profiles, damage is far more frequent but individually usually smaller in WoW, which makes regen healing more valuable because it serves the purpose of overall smoothing out the parties health bars. And in modern WoW, healing is really a maintanance and management game, one important aspect of WoW Healing is maintaining your healing tools on the party, with healer dps, often synergizing with the way Healers heal or being enabled by their healing style.

    FF14 healing is not only extremely streamlined because differences in healing toolkit aren't that distinct, its also extremely clunky. Not to forget that it is counter intuitive. While Sage can teach some basic, especially White Mage by its design teaches inefficent, bad healing. And by virtue of being the only level 1 healer job and being the most iconic FF healer, this will most likely affect most beginner healers. Its even worse since FF14 lacks any dedicated skill system or anything like that, so there isn't even that to encourage new players to look into outside ressources.
    (2)

  6. #6
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    Conchoidal's Avatar
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    Personally, I think DoTs are very good design for healers (since it allows them to still contribute DPS whilst GCD healing), especially for Scholar considering how it played in FFXI and the general class fantasy. They also provided a lot of depth to the class in a way that makes it accessible for casual players and gave more "professional" players more chances to optimise and generally provided an engaging gameplay experience for all different types of players.

    I also think it's perfectly fine for some players to feel emotional at a class they enjoyed being changed for no real reason, considering that 3 years later in Endwalker healing requirements are still incredibly low (meaning that the removal of DPS tools was mostly pointless). Good for those players that somehow enjoy spamming broil/glare/dosis/malefic as well new players who play healer, but the current design is completely unsustainable for the longevity of the game.
    (8)
    Last edited by Conchoidal; 09-22-2022 at 02:36 AM.

  7. #7
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    Renathras's Avatar
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    Quote Originally Posted by T-Owl View Post
    As we agree on one thing, I think one important difference to be pointed out is just how healing works technically. WoW always had a pretty good makro system that had to be reigned down quite alot in its past actually and was always open for addons, which it will occassionally adapt, which lead to mouse over healing becoming pretty much the norm for WoW. It should be a standart feature. Having to regularily switch targets manually is just not comfortable and the shorter gcd makes healing actually more flexible. Then there is stuff like Damage profiles, damage is far more frequent but individually usually smaller in WoW, which makes regen healing more valuable because it serves the purpose of overall smoothing out the parties health bars. And in modern WoW, healing is really a maintanance and management game, one important aspect of WoW Healing is maintaining your healing tools on the party, with healer dps, often synergizing with the way Healers heal or being enabled by their healing style.
    Yeah, kind of agree with all of that overall. I wonder if part of it is due to WoW straddling the era of "old school" MMOs and modern thempark ones. When WoW came out, it was originally a semi-Everquest clone that was (irony) catered to casual players (what counted as casual at the time - how far we've come, eh?). When it launched, FFXI had been out about a year or so. There were no DF/PF type tools, no Wikis, theorycrafting didn't exist - even the Devs had no idea what was going on; look at the 1.0 talent trees sometime or how tank gear would have agility DPSer stats, etc. It was just a total mess.

    And no one cared because it was this immersive world that they got into and had fun with the people they met in it. Sure, most of Molten Snore was braindead easy, a third of the raid DCing due to dial-up sucking and mom having to make a phone call, some classes (particularly Hunter) just auto-attacking entire fights (you think one BUTTON spam is bad, imagine NO button spam!) because bosses had limited debuff spots (so no Windbite type procs allowed, Hunters! Other classes had more important debuffs than you!), and don't forget the only healer that healed was Priest. Paladins were for buffing, Druids were for Innervating the Priest to make sure they didn't run out of mana, and Shaman were for Tremor Totem or something. And note I didn't mention spec - if you were a class with a healing spec, you were in the "healer" slot (for your class), you didn't do damage or tank. That would be absurd. Only Warriors tanked - and also did fantastic damage, go figure.

    The whole thing was a mess, but it was a glorious mess when the general playerbase had either never played an MMO before or their "MMO" experience was text based MUDs or Runescape.

    EDIT (for space):

    But, because of that core, I think it was allowed to grow in different ways that FFXIV's Jobs have not. FFXIV was born once the themepark era had taken hold. While not EXCLUSIVELY, that's probably PARTIALLY the reason 1.0 failed so miserably. It wouldn't have been a great game with all its issues, but if it launched in 2002, it would probably have been a decently successful game because players - frankly - just put up with more back then. 2.0+ was built around being in that new era, and counteracting 1.0's attempt to be an updated FFXI. And this was iterated on in 3.0 and 4.0 to move further from that core and paradigm.

    I can't be sure, but I feel like WoW kind of got lucky in that sense and I'm not sure FFXIV can repeat that luck IN THAT WAY because of the different era it exists in. WoW can get away with those legacy systems because it just kind of carried them on, though there were absolutely complaints when they did things like remove spell ranks on Holy Priest (and everyone, but I REMEMBER that one being a big deal) and talent trees, substituting in new systems that supposedly did the same thing (but Cata healing paradigm sucked, even if it was supposed to replace downranking, because the encounter designs didn't reflect that). FFXIV, on the other hand, has tried to get away from 1.0 and arguably 2.0.

    Hence why WHM leveling design teaches "bad" healing - because it was designed in ARR, when that was actually GOOD healing because oGCD healing didn't exist as it does today. Level 50 WHM had, what, Benediction? Its other oGCDs were Presence of Mind and Divine Seal, neither of which is an oGCD heal.

    SGE does that job of teaching better because it's designed entirely in the new paradigm.

    Quote Originally Posted by Conchoidal View Post
    Personally, I think DoTs are very good design for healers (since it allows them to still contribute DPS whilst GCD healing), especially for Scholar considering how it played in FFXI and the general class fantasy. They also provided a lot of depth to the class in a way that makes it accessible for casual players and gave more "professional" players more chances to optimise and generally provided an engaging gameplay experience for all different types of players.
    I don't disagree that DoTs can allow healers to do other things while the damage is still going.

    I DO disagree that it makes it "accessible for casual players". One of the biggest healer "mistakes" of casual players is their DoTs fall off. All the time. And since a good chunk of their damage is from their DoTs, when the DoTs fall off, that's a pretty big hit. It seems that, in practice, DoT upkeep is actually an advanced skill that casual players aren't good at. So if anything, they're bad, not good, for casual players. The only way to fix that would be to reduce their part of damage contribution, but if their potencies were too low relative to the nuke spells, then there'd be no reason to use them. So it's kind of a Catch 22 there. But at the least, I think it's safe to say DoTs are inaccessible for casual players. DoT uptime and snapshoting is something that experienced and high skilled players excel at, not lower skilled and casual ones.

    I also think it's perfectly fine for some players to feel emotional at a class they enjoyed being changed for no real reason, considering that 3 years later in Endwalker healing requirements are still incredibly low (meaning that the removal of DPS tools was mostly pointless). Good for those players that somehow enjoy spamming broil/glare/dosis/malefic as well new players who play healer, but the current design is completely unsustainable for the longevity of the game.
    It's understandable, but it's probably wrong to draw assumptions that weight that too heavily and apply them to the role and playerbase as a whole.

    As for sustainability and longevity of the game, it's not unsustainable at all. It's not GREAT, though. I think this is another case of hyprbole. FFXIV could keep this healing model for 2,3,6 expansions and be fine. The question should be "Is 'fine' good enough?", and I think the answer is "If it can be better...why not make it better?"

    The overstatement of the doom of the game is a problem, but arguing for changes to make it better is something entirely worthwhile, imo.
    (1)
    Last edited by Renathras; 09-22-2022 at 03:05 PM. Reason: Marked with EDIT

  8. #8
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    Conchoidal's Avatar
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    Quote Originally Posted by Renathras View Post
    Yeah, kind of agree with all of that overall.
    I DO disagree that it makes it "accessible for casual players". One of the biggest healer "mistakes" of casual players is their DoTs fall off. All the time. And since a good chunk of their damage is from their DoTs, when the DoTs fall off, that's a pretty big hit. It seems that, in practice, DoT upkeep is actually an advanced skill that casual players aren't good at. So if anything, they're bad, not good, for casual players. The only way to fix that would be to reduce their part of damage contribution, but if their potencies were too low relative to the nuke spells, then there'd be no reason to use them. So it's kind of a Catch 22 there. But at the least, I think it's safe to say DoTs are inaccessible for casual players. DoT uptime and snapshoting is something that experienced and high skilled players excel at, not lower skilled and casual ones.
    .
    In Stormblood, healing requirements were higher in all tiers of content and MP economy was a more important factor due to the cost of some spells. Obviously, in an environment where healers are expected to heal with GCDs more it makes sense that less experienced players would prefer to play safe and occasionally lose dot uptime in ensuring the party's survival. Experienced players which understood when specific instances of damage would occur and when they would be expected to heal would work around this so there would be a clear differentiation between "bad" players and "good" players. This environment no longer exists due to the plethora of oGCD heals now available, the removal of meaningful MP economy, and the reduction in healing requirements. There is no real way to "improve" as a healer if at all levels you will be doing the same thing (spamming nuke spell, and reapplying a 30s dot), with the exception of optimising your healing tools (which matters much less due to how many we have, and the aforementioned reduction in healing requirements).

    It is not a satisfactory gameplay experience to be forced to spam 1 nuke, 1 dot, and rarely use your healing tools meaningfully. It gets boring incredibly quickly, which is why I don't really think such a design is sustainable (let along for another 2+ expansions), especially if all healers play more or less the same. What's the point in trying a different healer if they usually only have one or two unique gimmicks, and play roughly the same? The MSQ can only do so much to keep players subscribed, and there needs to be a fulfilling gameplay experience with enough depth for players to remain engaged and subscribed.
    (3)

  9. #9
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    T-Owl's Avatar
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    Quote Originally Posted by Renathras View Post
    Part 1
    I aggree with the sentiment that WoW probably came out in the right time and did the right things right. It was the casual players MMO and one part of its appeal was, that it had plenty of solo player quests that allowed players to reach max level without grinding mobs for prolonged periods of time or being forced to play in a group, they could just level on their own and get groups when it was to their convenience. Though actually most healers being that restricted was mostly a problem for the first raid tier, even during Vanilla WoW, Blizz managed to give the healers each a strong distinct identity in what they are doing. Druid was the HoT healer, Paladin was already going in the direction of chunky single target heals and becoming the most effiicent tank healer by the time Naxxramas hit, Shaman was the group aoe healer and Priest was the all in all Jack of all Trades. Thats all in all more than we can say about the FF14 healing classes and healers roughly kept their identities while at the same time transitioning to a more modern action-focussed playstyle that added to that identities. I think in that regard, WoW also did the transition to healers dpsing quite well, which I think is an inevitability for a modern MMO in which mp-management isn't enforcing total downtimes. Especially since in WoW, healer dps actually improves on the class fantasies. Paladins and Monks should be on the frontline, battling foes while healing their enemies, the discipline priest feels like some sort of Inquisitor balances light and darkness and Druids cat- or owl-weaving is making this old fantasy of the versatile druid who can fill in different combat roles. Being a former Paladin Main myself, modern Paladin design is my absolute favorite, because why shouldn't a holy Knight in full plate armor with a hammer and a shield not being out there in the melee?


    Quote Originally Posted by Renathras View Post
    Part 2
    To be honest, I don't think that the problems of FF14s healers go that deep in. There are some superficial problems with the games design, but I think the biggest difference is, that it just doesn't feels like the devs have anybody in a position of authority who actually plays or understands healers. Healer Design feels catered towards people who don't even main healer, but who pick the role up to get faster invites at the occassion and don't want to be bothered and pushed to heal too hard. It doesn't help that the devs obviously adapted dps checks to the reality of healer dps, but never bothered to look into the issues and reality of that playstyle. Healing overall feels like designed for people, who consider the role a chore tbh, when in reality, it should be easy to pick up and just engage with casually on the starting level and from then on allow for more and more complexity up to its highest levels, which I feel like is left out.
    (6)

  10. #10
    Player
    Azuri's Avatar
    Join Date
    Dec 2021
    Posts
    769
    Character
    Azuri Aeru
    World
    Phoenix
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Renathras View Post
    This, I will dignify with no further response other than pointing out it's a TOS violation. Good job, "lad". (I bet you think pressing oGCDs is "nothing" too, as if the buttons magically push themselves...)
    You are aware they are called off-GCDs because you are supposed to use them between GCDs, not instead of them?

    Like, Renathras, you come here arguing how skilled healers are wrong about healing while your personal level of play is abysmal. There is nothing wrong with being bad at the game, but if you want to be having arguments, stop dismissing people for saying they only press one button. You are not managing even that.

    And learn to be concise. It's really an important skill when you are trying to share ideas.
    (10)

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