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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    damn i should have just stayed in bed huh

    just re-mentioning that my WHM rework, with the Banish and the 'deal damage, charge gauge, get big aoe heal, refunds itself via cool looking Quake/Flood/Tornado' has the option of 'spam glare, refresh Dia every 12s' (mimicking current rotation, but adjusted for Dia duration change) at 98% effectiveness of current WHM rotation. Suboptimal gamers would be able to just 'press Glare, no care', people who want to push limits would be able to use Banish for movement, use new big heal to remove more lossyGCDs, even use it to heal right before burst window, so that Quake Tornado Flood fall inside raidbuffs for slight gain. Too hard for players to understand though, cos it involves an extra (partially ignoreable) damage button. But if the Big Heal (tm) was added on it's own, with the gauge filling naturally overtime, somehow that'd be fine, nobody would get confused by it. Seems it's specifically when 'do damage' is the gauge charge method that it becomes a problem. I wonder why.

    My first clears of fights are unoptimized as hell. My first clear of P8S P1 as SGE (my second clear, first was WHM) has me using 14 Eukrasian Prognosis. This was back when the HP was 'broken' too. You don't need to play anywhere near 'optimally' on DPS output to beat most enrages in this game. People who are asking for 'WHM to have at least something more' have been keeping the 'casual player' in mind. What we seem to agree on with that, is that the healing side of things should stay accessible and simple to understand. Nobody wants to have every healer require an engineering degree just to cast Medica2. But what we (more engagement crowd) also all seem to agree on is that DPS side of things does not NEED to be left in the state it's in, for the sake of some hypothetical player who will be 'too confused' by even the slightest change to their DPS rotation. Or 'won't enjoy it', which is pretty laughable as 'enjoyment' is subjective. Who knows, maybe the changes happen and the 'they won't enjoy it' players actually turn around and say 'hang on this is better and more fun actually', we wouldn't know until it's implemented. Or, we would, if we had patch notes at least. We could see that healing was gonna take a nosedive in terms of 'engagement' when the SHB notes came out and we could see that each healer had been pruned down to 1 dot.

    Quote Originally Posted by ty_taurus View Post
    WHM getting an expansion of DPS actions are also actions that you legitimately don't have to interact with if you don't want to. If we use Mario as a reference as you did prior, a common criticism of Super Mario Sunshine was the removal of the long jump introduced in Super Mario 64. The long jump was a very well-utilized tool for many speed runners, and the addition of FLUDD, while nice in its own ways, didn't supplement the loss of that flexible mobility. Our arguments are akin to that of the players who criticized that and wanted the restoration of the long jump, or the addition of new tools that filled that void. But you've interpreted these arguments as demanding official Mario games become Kaizo Mario, where high-skill precision and platforming are requirements to progress through the game.
    My favorite levels in SMS were the ones where FLUDD gets stolen, with the acapella BGM Not that one with the chuckster at the end though, he's off my christmas list after last time

    Quote Originally Posted by Venur View Post
    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).
    It's because he has to constantly walk on eggshells on the topic. He can't say with a cast iron declaration 'You should do damage if you have no damage to heal', because the 'healers should only heal' players would all rage that they're expected to actually play the game, and quit (loss of revenue for SE). Conversely, he can't say with a cast iron declaration 'healers should NOT be needed to do damage, as that is not their role, and content will be tuned around the assumption that healers will NOT do any damage', because then the more skilled/hardcore players will see 'this game will never truly challenge us, if we do damage as healers it'll just trivialise the enrages, so we should go find a different game that satisfies our hunger for challenge as healers' (loss of revenue for SE). So they have this weird middleground stance, where it's accepted that, yes, in harder content, healers should do damage. But at the same time, it has to be easy for the healer to do damage so the casual's don't get scared of the complexity of 'press two different DOTs, at different times'. Result, nobody's truly happy. The hardcores have very little to optimize, the casuals have no room to grow, and the 'healers should only heal' crowd STILL refuses to press their damage buttons, even though there's so few left.

    At this point they could make it so that when you use a heal spell, 50% of the potency of that heal is done as damage in an AOE around the recipient, and some players would stop healing people who are too close to the mob, in case it does damage to the enemy. I've even seen some run out to Assize, so it hits people but not enemies, that's how much they don't want to do damage. Like 0DPS is an accomplishment of its own. Which, it is I guess, but not one you proudly brag about.
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    Last edited by ForsakenRoe; 01-13-2023 at 02:42 AM.

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