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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    Viewpoint A insists they will not be happy unless they get them all, and Viewpoint B can either accepted it and change or can go pound sand, and either way, Viewpoint A will not be happy unless it gets everything it wants and Viewpoint B gets nothing it wants.
    Your warrants here rely on a certain point of obsession, though -- the idea that unless you specifically truncate a job (or, keep knee-high, however you want to put it), affecting everyone who may like that job for whatever reason (which will not be limited simply to its being knee-high), AND get perfect parity with far higher ceilings elsewhere, you cannot (be permitted to) play in peace at a simpler level.

    But that's just not the case.

    First, you can get by on less than full interaction. We do this already. No, it won't necessarily be optimal; your doing less may not equate to others doing far more. But neither would it need to. It's enough. And if engaging less with that excess of tools keep tighter on the mechanics and the core to the point you're doing better than you otherwise would... so what if there's more to explore as you grow more comfortable?

    Second, why should the game have to pander, let alone at broader expense to others in balance, to someone wanting to take the easy way out in competitive group content?

    You want something that you can easily sub into Savage groups with without needing to particularly know or practice your job? Okay, I can get that. That may sound great to/for you. But why would that be better for the game to let you do so? So long as the game's checks are lenient enough that you don't to have to bother with the excess, why should the game prune away or cap the excess of tools that others would enjoy just so that you don't have to see it?

    Moreover if expectations were so tight as to require every player to well engage with every tool at their disposal, you do realize also that any job which can hit the same peaks more reliably and with less effort would start becoming obligatory, no? If the situation is tight enough that you'd be harassed into engaging with more than you like, so too would players be harassed into picking easier, less "egotistic" picks.

    If even a first time clear group of randoms will be held to such high standards that excess is essentially impossible (the guy who can't even dodge will somehow be yelling at you for not using Soteria on cooldown or letting EuDiag fall off for a few seconds), the imbalance your asking for (to do the same for less) will be a problem (one that will essentially relegate us from 4 rather simple and kind of wonky healers to effectively just 1 mainstay healer, which happens to be rather simple and kind of wonky). And if not, then what is possibly the problem with using just some 70% of a kit (for some 85% of your potential value) on a fight that only requires some 60% of your max potential in order to clear?
    (9)
    Last edited by Shurrikhan; 01-12-2023 at 08:34 PM.

  2. #2
    Player
    Venur's Avatar
    Join Date
    Apr 2016
    Posts
    129
    Character
    Nazmul Souless
    World
    Goblin
    Main Class
    Samurai Lv 74
    I'd say their is two side of the problem, one due to healing in single group content right now and the second due to the need to DPS or not.

    1) Healing: FF online lack casual content for better then average player.

    If you are a casual player interested into healing to the level of having a challenge while sitting at over the 60% parsing mark. You are just screwed. Yoshi seems to think that every good player will raid and the ones who just want to have fun while relaxing will do dungeon or solo.

    I am not a fan of World of Warcraft but they nailed it as far as single grouping content challange. Regular dungeon can be easely cleared by a full group of noob/bad players/ players with disabilities or people that just want to relaxe and chat.

    Then their is several layers of difficulties in dungeon that will lead you all the way up to requiring the skill and dedication of players in the 99% mark. 5 man dungeons in WoW can be harder then the hardest raiding content at some point. So you have something for everyone.

    2) DPS requirement or not.

    This is the part where not everyone can be pleased. Cuz if the game give you the room for dealing damage a sa healer, it does mean that you will have waiting time if you don't. Sure you can complet every single group content FFO while doing zero DPS as a healer but you'll be staring at your screen doing nothing for long period of time. And if your the kind that want damage dealing healers, well you probably think healers are boring cuz ti has no dept. Its like if Yoshi wants healer to deal damage but he also want it to be so easy that everyone can do it.So it is not fun for those who wish to do both jobs (healing and dealing damage).

    So right now, grouping in FFO as a healer is just fun for 1 type of players. The noob/disable/bad players and/or people that want to relaxe.

    P.S. English isn't my usual language so I hope the therm "disable" isn't something offencive. If it is I am sorry.

    Also, I don't use the word "noob" to be mean or to bash on anyone, its just to point out players that are new to the MMO genre.
    (0)

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