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  1. #41
    Player
    Deo14's Avatar
    Join Date
    Jul 2022
    Location
    In your walls
    Posts
    504
    Character
    Thea Shinri
    World
    Raiden
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Seraphor View Post
    1. The nonsense in the first post. Literally catastrophising rubbish.
    2. All of the responses along the lines of "OMG so true TC" "yep I can totally see this happening" "hit the nail on the head".
    Just pure circle jerk.


    I get the gripes with healing. I have my own ideas about healing. The problem is, and you can see this from any cursory glance in the healer subforum, is that the players can't make up their minds. Everyone wants something different from healing, nothing is going to please everyone. The different complaints about healing range from "it's too boring" to "it's too much DPS" with "it's not enough DPS" to "I just don't like it anymore, I want cards back"
    The devs have to try and amalgamate all of these conflicting complaints into one final result. Determining what that is is a job I don't envy, and whatever they decide on has to fit into the overall balance.
    It has to be easy enough that noob healers can keep noob tanks alive, while also being challenging enough for competent healers to have something to do to help support competent tanks. It has to provide enough DPS contribution to account for healing downtime, without said DPS being so crucial and taxing that it takes away from healing responsibilities.
    1. I think it's funny summary of current situation. If he said just regular "I don't like X and Y", it would be lost in the sea of the same things. This way, post stands out and entertains people, while pointing out the absurdity of SE's actions by extrapolating them. I think OP did excellent job, except that he forgot to misspell scholar as sage, as devs did in latest patch notes.

    2. Not any different than others commenting "just play another game", "just quit", "this game isn't for you" and similar. Just pure circle jerk.

    Players can and do make their minds, but not collectively. Do you expect ~1.4million people to agree on one thing or what? No shit that this is all about compromises. But clearly, devs are not competent enough to find a middle ground, so they lazily just make no changes or any effort into actually fixing things. This is why healers became bots with 2 damage buttons and 25 healing buttons, with most of the healing delegated into oGCDs, so devs don't need to put extra work into accounting for damage/heal balance.

    I agree that finding balance for healers can be hard. But you know what is not hard? Not even trying to find that balance, which is exactly what SE has been doing, with complaints being responded with "just go play ultimates". Oh wait, TOP is technically possible to do without healers while it was current. Well, how about DSR - oh nevermind, cleared with solo healer.

    Same thing with relics. They don't even bother finding compromise, so they threw towel into the ring and made them buyable for tomes, making them yet another pathetic participation award.

    As for your 3 specific healer complaints:

    - "it's too boring" - Healing is boring because you don't heal and whenever you don't heal, you just do 111111
    - "it's too much DPS" - There is too much time spent DPSing because you don't need to heal, and when you do, you use oGCDs.
    - "it's not enough DPS" - There is not enough DPS because you're forced to DPS, but you only have 2 buttons to do that.

    So even though these might be different complaints on the first glance, they actually have the same root issue, which is that healers don't need to heal, so they spent most of the time DPSing, while having only 2 buttons to do that. You want my proposed solution? Add more damaging buttons and remove some healing buttons. Modern healers should closer to half healer kit, half damage kit, because it's unrealistic to rework every encounter to be more healer intensive and you don't want to keep dying to raidwides because your healer is incompetent.

    Just look at any healer's kit and don't tell me you couldn't axe at least 1/3rd of the healing skills and replace it with some interesting damage rotation. At least give it basic 123 and 124 for DoT. Give healers some procs to keep the rotation fresh. Make one healer job distinct by making it have 2 second GCD instead. Just try anything new. You can even keep one healer same, just keep WHM, make AST even more focused on buffs (for example, whenever someone with your card crits, it shortens CD of another card), make scholar more involved with fairies (idk, I don't play SCH, probably not the best solution since pet AI is garbage). Give SGE some fancy rotation so it can actually become DPS healers. Something like MNK's stances with 3x3 GCDs combos, where 1st combo is for damage, 2nd for ST heals and 3rd for AoE heals, if it worked same way as MNK's stances, you could change from combo to combo seamlessly and do some smooth transitions between DPSing and healing.

    There you go, healers now have 3 interesting healers to play, and if they don't want to, they can go play old, boring and braindead WHM.
    (8)
    Last edited by Deo14; 05-31-2023 at 12:26 AM. Reason: grammar

  2. #42
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Seraphor View Post
    1. The nonsense in the first post. Literally catastrophising rubbish.
    2. All of the responses along the lines of "OMG so true TC" "yep I can totally see this happening" "hit the nail on the head".
    Just pure circle jerk.


    I get the gripes with healing. I have my own ideas about healing. The problem is, and you can see this from any cursory glance in the healer subforum, is that the players can't make up their minds. Everyone wants something different from healing, nothing is going to please everyone. The different complaints about healing range from "it's too boring" to "it's too much DPS" with "it's not enough DPS" to "I just don't like it anymore, I want cards back"
    The devs have to try and amalgamate all of these conflicting complaints into one final result. Determining what that is is a job I don't envy, and whatever they decide on has to fit into the overall balance.
    It has to be easy enough that noob healers can keep noob tanks alive, while also being challenging enough for competent healers to have something to do to help support competent tanks. It has to provide enough DPS contribution to account for healing downtime, without said DPS being so crucial and taxing that it takes away from healing responsibilities.
    If you've ideas you should share them!

    Personally suggested offensive and support styles, with no changes to tanks or gear, but rather giving healers more diverse responsibilities than just increasing the green bar go brrrrr as that has huge issues with our current design (could keep that but then tanks, gearing, and fights need to change too).

    The easiest way, imo, to give healers more party impact in regular content is to make healing less primary. The reason to split support and offense is because some healers are healer because of the emotional theme of being supportive and some are because of the desire to be a critical role, theme of job, and privilege of being in desire (low queue).

    So AST and WHM become support, where they may lose some healing spells (potency can be adjusted where needed, if needed, to ensure ultimate and other content doesn't become impossible), and then gains many support related skills. Stoneskin for example might apply a shield (of okay potency) that deals damage when broken (or expired as worst case), AST cards being more complicated (can think of example if important) but I imagine a bit like 5 minute dungeon where they have to balance purging cards vs ideal cards and consumption mechanics empowering other skills.

    Ensure balance of buff skills by adding maximum potency, so AST isn't weaker with a group of 4 and stronger with a group of 8.

    Then offense- SCH old self before all the damage removal is just a fine example, so.. that. Then SGE would have improved kardia mechanics where it would have greater impact and taking from another thread where I suggested a dark theme healer.. a enemy shield (curse for that thread) could be neat. The enemy shield essentially being a damage inhibitor up to X potency (so not a flat % reduction), allowing for SGE to focus the enemy more often with offensive heals, offensive shields, and further attack abilities.

    So if you want to target the boss a lot and heal go SCH and SGE and if you want to target your allies mostly go AST and WHM.
    (3)
    Last edited by Shougun; 05-31-2023 at 02:39 PM.

  3. #43
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Deo14 View Post
    There you go, healers now have 3 interesting healers to play, and if they don't want to, they can go play old, boring and braindead WHM.
    Only job in the game for which people regularly advocate it being designed terribly, because if we don't have one terribly designed healer then Sylphies will collapse into a singularity of bad healing.
    (5)

  4. #44
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by fulminating View Post
    If only there was a completely unused gauge on scholar they could leverage.
    Oh I've been wanting them to, badly. Personally I'd prefer that gauge being used for everything with AF and ED removed from SCH, but that's more because if we make it so the Fairy's abilities increase the gauge, we actually have more wiggle room to an extent. So Whispering Dawn, Fey Illumination, Fey Blessing, Embrace, and all of Seraph's abilities would all add to that gauge in differing amounts, likely with Embrace being the lowest amount (perhaps 2 gauge per use due to the constant frequency of it?). Though I'd end up changing Dissipation to you just merging with the fairy and only losing Embrace in return for buffed heals and all other fairy abilities coming from you. And Fey Union would just make the Embraces focus a chosen player for X amount of time. If the main mechanic is the fairy, may as well go all in on it.
    (1)

  5. #45
    Player
    ThaCa's Avatar
    Join Date
    Mar 2022
    Posts
    853
    Character
    Wise Fuchsia
    World
    Phantom
    Main Class
    Summoner Lv 90
    They really should do a bit more cyclical design on the Jobs where the "right" way of playing feeds the loop.

    Tanks mitigating properly and Healers healing or mitigating should get rewarded with flashy DPS skills, likewise their more basic attacks should build up into flashy mitigation and healing abilities.

    Doing something like this from the early levels would teach the roles to use their tools to help each other and get tangible rewards for it.
    (0)

  6. #46
    Player
    BaconBits's Avatar
    Join Date
    Mar 2019
    Posts
    1,535
    Character
    Arya Diavolos
    World
    Famfrit
    Main Class
    Paladin Lv 98
    Quote Originally Posted by Semirhage View Post
    Only job in the game for which people regularly advocate it being designed terribly, because if we don't have one terribly designed healer then Sylphies will collapse into a singularity of bad healing.
    Don't you know that at least one healer has to be the designated short bus class so that crayon eaters can feel like they're contributing?
    (4)

  7. #47
    Player
    Boblawblah's Avatar
    Join Date
    May 2022
    Posts
    2,276
    Character
    Shara Dei-ji
    World
    Ultros
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by BaconBits View Post
    Don't you know that at least one healer has to be the designated short bus class so that crayon eaters can feel like they're contributing?
    YEA, what he said

    (0)

  8. #48
    Player
    BaconBits's Avatar
    Join Date
    Mar 2019
    Posts
    1,535
    Character
    Arya Diavolos
    World
    Famfrit
    Main Class
    Paladin Lv 98
    Quote Originally Posted by Boblawblah View Post
    YEA, what he said

    That's paste you uncultured swine.
    (0)

  9. #49
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,830
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seraphor View Post
    1. The nonsense in the first post. Literally catastrophising rubbish.
    2. All of the responses along the lines of "OMG so true TC" "yep I can totally see this happening" "hit the nail on the head".
    Just pure circle jerk.


    I get the gripes with healing. I have my own ideas about healing. The problem is, and you can see this from any cursory glance in the healer subforum, is that the players can't make up their minds. Everyone wants something different from healing, nothing is going to please everyone. The different complaints about healing range from "it's too boring" to "it's too much DPS" with "it's not enough DPS" to "I just don't like it anymore, I want cards back".
    Except, these aren't even contradictory wants.

    For instance, the complaint that there's "Too much time spent DPSing (via a single, thoughtless filler button)" meshes just fine with the actual complaint that there's "Not enough DPS value (given that it's 84+% of your uptime, and healers used to have higher rDPS than tanks even when their offensive uptime was significantly lower) or agency (because offense comes down almost entirely to that single filler button)."

    I don't get why some portions of the community are so quick to call the rest unappeasable because they had the gall to ask for something, say, "Greater than 4/10" on whatever design spectrum and yet, 'pAraDoxiCally', "Less than 10/10". That leaves half the spectrum, still, to work with. That's not excessively confining.

    The most commonly stated desires are quite consistent and generally synergetic:
    • More agency/interaction, especially during downtime (when healing/shielding is not necessary).
    • Greater variety in our button-presses -- or, more concretely, less exponential a concentration in our CPM (i.e., not just 1 in 26 actions making up 40+% of the total actions used, all but 4 actions under 3% each of CPM, and some 30% of our actions making up under 1% each of that CPM).
    • For fewer of our actions to feel outright redundant (i.e., seeing literally zero use, per Cure/Physick) or like design bloat (see Lucid Dreaming), insofar as would not raise the required skill floor of healing beyond what we were already used to in Stormblood, etc.
    • A higher skill ceiling in practice, especially in ways that'd reward more than just looking up a fight-specific cooldown schedule, again insofar as would not raise the skill floor required to heal content by more than that ceiling is raised or beyond what we were already used to in Stormblood, etc.

    To what degree higher damage intake between bursts would help or precisely how many new actions we should get in order to improve our downtime engagement or whether Cure/Physick should be outright removed will of course vary slightly, but those are the incidentals in implementing those otherwise shared goals.
    (3)

  10. #50
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Semirhage View Post
    Only job in the game for which people regularly advocate it being designed terribly, because if we don't have one terribly designed healer then Sylphies will collapse into a singularity of bad healing.
    Funny how it has to be the one with the story of how you should be contributing to damage and not just healing. Also being the healing class in lore that had as much power as BLM.
    (3)

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