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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Only maybe two kits feel basically complete and capable of any significant rotational nuance.

    Even encounter-based difficulties are being shrunk in ways that homogenize the fights and thereby our experiences with them.

    A quarter of some kits can be consolidated without cost to depth of said kits (this is meant as a complaint about lack of available nuance to them, not just wasteful button counts).

    Even roles' agencies inherent to that have been starved: we have very few dps checks beyond enrage and raid buffs are now timed automatically; tanks went from a poor balance state between defensive and offensive options to outright zero decisions to be made beyond that of dps with a handful of extra CDs to be used on a fixed schedule; healers lack the damage intake to situate any decisions between immediate or stronger healing and more MP-efficient healing, any risk opposite their damage weaving, and generally spend less than 3% each of their CPM on 60% of their kit while hopefully never touching a sixth of it at all.

    It could be worse, but it feels like difficulty curves, relative and contextual balancing points (the whole reason for this or that option within play itself feeling like a satisfying and competitive decision), and the whole general midcore part of the game has been stomped down on pretty hard in favor of a low-as-possible floor (as if one didn't have 90 levels to become familiar with the jobs, if we just hadn't dumbed down even the mechanics and intensities players are exposed to in leveling) that becomes increasingly incoherent with the skill ceiling.
    (2)

  2. #2
    Player
    RaionKansen's Avatar
    Join Date
    Aug 2022
    Location
    Ul'dah
    Posts
    46
    Character
    Raion Kansen
    World
    Behemoth
    Main Class
    Samurai Lv 100
    Ill just go down the list with my personal opinions:

    DPS
    All Melee DPS: Fine where they are. I'm a Sam main so I might be bias, but I don't really care when other jobs do like 1% more dps in some encounters on logs
    Black Mage: Gud
    Machinist: Finally close to where it belongs
    Bard: Needs something special like a combat peleton on llike a 90s CD exclusive to bard
    DNC: Fine as is although I never touched dancer after getting it to 90
    Summoner: I don't have an answer for this, but you shouldn't be able to functionally one button macro SMN. Feels bland. Needs more integration with summoning primals in a certain order + maybe you could pick to glamour some primals.
    Red Mage: Pays the VerRaise Tax and I think it should stay that way unless they make it so you cant.

    Tanks: Remove Damage from Gap Close
    Warrior: I'm kinda salty its doing the most damage atm while having some of the best mit and its party mit only being topped by PLD because PLD has Divine Veil + Passage
    Paladin: I hate Goring blade the way it currently is. I like the atonement combo changes. Clemency sucks when compared to Oblation and Equilibrium
    Gunbreaker: Aurora feels kinda useless. Otherwise, I'm bias towards liking how GNB is overall although I do kinda wish SKS didnt make the job into an optimization nightmare.
    Dark Knight: Feels like there's not much reason to play it after the GNB and WAR potency buffs

    Healers:
    Astrologian: I don't know what AST needs but I dropped it as soon as I hit 90 because unlike all the other healers you are punished by the random RNG that is Astrodyne and Lord/Lady of Crowns
    Sage: This job is so strong and convenient to play I think it actually makes me worse at other healers.
    White Mage: heavily struggles in the mit department compared to AST
    Scholar: I don't know how Aetherflow and Energy Drain still exist when Addersgal and Addersting is such an insanely better alternative. I don't have any reason to ever play Scholar the way it currently is

    Additional Mini-Rant about healers:
    Everyone complaining about healings thinking that adding more dots would improve the job don't really know what they want or what they're asking for.
    You would just pog out during the announcement and then after a couple days feel like healing is no different and if anything is worse because you have to spend more GCD time re-apply dots which may conflict with mechanics and cause drifting.
    The entire approach to encounters and damage would have to change for them to rework healers unless they just give healers combo actions and a rotation that magically heals up the party with some oGCD cooldowns for mits or topping up individuals
    (5)

  3. #3
    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 RaionKansen View Post
    Additional Mini-Rant about healers:
    Everyone complaining about healings thinking that adding more dots would improve the job don't really know what they want or what they're asking for.
    You would just pog out during the announcement and then after a couple days feel like healing is no different and if anything is worse because you have to spend more GCD time re-apply dots which may conflict with mechanics and cause drifting.
    The entire approach to encounters and damage would have to change for them to rework healers unless they just give healers combo actions and a rotation that magically heals up the party with some oGCD cooldowns for mits or topping up individuals
    I assume you're referring to old SCH love, in which case.. what is wrong with that? It is proof of concept it worked and those players like it, though the fairy obviously did a lot of lifting for healing (and is basically addressing your last bit too, magically healing up the party by simply existing lol).

    In a way it feels like the people you're addressing with 'more dots' have then essentially addressed all your concerns, in which case I have no idea what you're addressing.. xD.

    There are certainly a lot of issues with healing but there is no change that can be done without a lot of 'something' changing. Can't have gear, player skills, tank skills, and nerfs all pointing to healing be invalidated and make healers interesting for that content. Now it seems to me the obvious and easiest way to address healers therefore is just to give them 'more dots' (among other new actions), essentially give up the fight on 'heailing' and go into the other themes. Warrior healer is proven to be appreciated, shows SCH (and SGE to an element), so there is one side. The other side, that obviously warrior healer misses and where a lot of players who are like 'healing is useless' is the supportive players... So.. let them help the group by being supportive but still avoid that green hp go brr as a majority activity, as honestly healing in this game is just probably never going to be hyper* valuable outside of very hard content and of that really only 'new' hard content (so a small portion of the game). *Naturally if no healer the game would have some changes, but like.. you'd just see blue healers and maybe a few more RDM and SMN to solve it (not saying you can do current hard content without a healer, but you can definitely do it in current expansion MSQ / 'old' content that isn't savage and above).

    If your kit is really only helpful for a small portion of the game (up for argument depending on your play style, if you're exclusively hard new content then.. /shrug), I think that describes healers upset over anything else- and any change will require many system changes.. I honestly feel it will take more system changes to make healing valuable than it would be to just give healers more group responsibilities outside of purely adding green health bars. Of course making healing valuable is actually an option, I'm just not sure where your confidence on giving healers more things to do isn't a valid solution (which is an open invitation to state why, not facetious)- given that a lot of complaints are nothing to do but oGCD heal and press one or two buttons for damage (which probably means they're not doing the hard content when they talk about that issue).
    (4)
    Last edited by Shougun; 06-10-2023 at 08:22 AM.

  4. #4
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shougun View Post
    I assume you're referring to old SCH...
    I liked your first post in this thread, but couldn't disagree more with this one.

    1) Not all SCH's liked the DoT focus. /raises hand

    2) SOME players appreciate WAR, many do not. Many Tanks want to play a tank and not a healer. Many Healers want to play a healer and not a tank or a DPS. Making Healer Jobs into DPSers and telling them to go play WAR if they want to heal seems bad on all counts.

    3) RaionKansen is right that "more dots" isn't the answer. At best, it papers over the problem of Healers feeling unnecessary in even current content. It doesn't actually fix the problem, it just lets them be even worse and more braindead (but SLIGHTLY less braindead) DPS Jobs. Say SCH got a 15 and 18 second DoT, one with a cast time, and an AF spender that did more damage based on DoTs. Is that really going to be more compelling for long? You're not hitting Broil as much...but you're not hitting it THAT much less often. If it makes up 80% of your casts now, it'll still make up 70% of your casts after the change, and it doesn't take a lot of brainpower to go "look under boss health bar, make sure it has my three DoTs on it before hitting Bane, repeat until AF all gone".

    ...at WORST, it just makes the role into worse DPS and alienates people that genuinely like healing into quitting the game or leaving those classes. If someone likes healing - and I mean "filling up people's HP bars - and not DPS rotations, then all "more dots" will do is encourage them to play RDM or possibly SMN or DNC instead, maybe WAR or PLD, or quit the game, neither of which is great for the game. Groups will start dropping Healers, as why take a Green Job that has the rotation of a Tank but does even less damage and brings nothing useful to the table when you could just bring an extra WAR and an extra DPS instead and clear the encounter just fine, and faster?

    I do think there's some design space in making the Healer JOBS more distinct - SCH having DoTs and SGE having a combo rotation, for example, leaving AST and WHM basically how they are now; that might work - but "more dots" won't actually fix the problem, and even giving just SCH more and SGE a combo rotation won't really fix anything, it'll just steal some of the hyperbole from the people who want to be "dps-lite Support" and want to coopt the Healer role into being that when the Tanks are already that and they don't want to play those because they don't want "the responsibility" or...something.

    4) If you're going to remove Healing from the game, you'd be better off just deleting the four Jobs instead of trying to change them into "dps-lite Support". You'd also need to make Jobs for the people that play them now that they might vaguely enjoy, meaning you'd need some DPS Jobs that have an automatic DPS rotation for the people that don't really care for DPS rotations, and that would just be stupid.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Renathras View Post
    I liked your first post in this thread, but couldn't disagree more with this one.

    1) Not all SCH's liked the DoT focus.
    Sure, but was that because they disliked having soft-CDs and variable ppgcd costs of healing, and the added skill ceiling that brought with it, or because they occasionally had to look at the Target's Status Effects (Debuffs)?

    DoTs' place in SCH gameplay wasn't just that they were debuffs, nor just that they were over time. They were integral to its offensive kit in numerous ways.

    RaionKansen is right that "more dots" isn't the answer. At best, it papers over the problem of Healers feeling unnecessary in even current content.
    Wait, so... we refuse all other options on the basis that they'll excessively raise the skill floor (to... what it was for the first 3 versions of the game / over 60% of its lifetime), leaving only the ability to make better use of downtime, which in turn we constrain on the basis that utility would be too situational or, if rDPS focused, bloated (AoE) or parser-demanding (ST)... leaving us with one tool that best allows for flexibility and leverageable depth together.

    But somehow, even after having cleared all other possible solutions off the table, DoTs can't even be AN* answer???

    *(Despite this goalpost shift of yours, few if any have ever made the claim that they must be THE sole answer, only at most the best of what remains.)

    If you're going to remove Healing from the game, you'd be better off just deleting the four Jobs instead of trying to change them into "dps-lite Support".
    What you're describing here is in no way suggested by what you're quoting, nor has almost ever been suggested except in jest or as a description of what healers, having so few responsibilities, already are --simplified/braindrained [green] DPS with a mostly noninteractive collection of abilities to be used according to a particular fight-specific script.

    Even were the game to turn into the likes of GW2, though, how would simply removing 4 jobs in a tantrum, DPS or otherwise, be healthier for the game than revamping those 4 jobs to better fit that context?
    (7)

  6. #6
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,051
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Even were the game to turn into the likes of GW2, though, how would simply removing 4 jobs in a tantrum, DPS or otherwise, be healthier for the game than revamping those 4 jobs to better fit that context?
    Funny thing about that, GW2 back-pedaled quite a bit on that whole "no trinity" design.

    And even more funny things, GW2, the mmo that didn't have any healers initially, has vastly more interesting healer gameplay now than XIV does. I'd play Quickness Heal Herald over any of the XIV healers any day.

    Exactly because they're not designed to just mindlessly fill health bars, you're primarily a support. You provide damage reduction, attack speed, cooldown reduction, crit chance, attack power and your weapon skills provide even more support on top of dealing damage.


    Quote Originally Posted by Kisshu View Post
    Personally it's also about how little the combat has changed/evolved for the majority of classes from SHB to EW.
    That's the big thing people tend to forget, it wasn't Endwalker that brought us this incredibly boring job design, Endwalker just continued what Shadowbringers had started. Endwalker's biggest sin is simply doubling down on it.
    (4)
    Last edited by Absurdity; 06-11-2023 at 05:05 PM.

  7. #7
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Renathras View Post
    ...at WORST, it just makes the role into worse DPS and alienates people that genuinely like healing into quitting the game or leaving those classes. If someone likes healing - and I mean "filling up people's HP bars - and not DPS rotations, then all "more dots" will do is encourage them to play RDM or possibly SMN or DNC instead, maybe WAR or PLD, or quit the game, neither of which is great for the game. Groups will start dropping Healers, as why take a Green Job that has the rotation of a Tank but does even less damage and brings nothing useful to the table when you could just bring an extra WAR and an extra DPS instead and clear the encounter just fine, and faster?

    I do think there's some design space in making the Healer JOBS more distinct - SCH having DoTs and SGE having a combo rotation, for example, leaving AST and WHM basically how they are now; that might work - but "more dots" won't actually fix the problem, and even giving just SCH more and SGE a combo rotation won't really fix anything, it'll just steal some of the hyperbole from the people who want to be "dps-lite Support" and want to coopt the Healer role into being that when the Tanks are already that and they don't want to play those because they don't want "the responsibility" or...something.

    If you're going to remove Healing from the game, you'd be better off just deleting the four Jobs instead of trying to change them into "dps-lite Support". You'd also need to make Jobs for the people that play them now that they might vaguely enjoy, meaning you'd need some DPS Jobs that have an automatic DPS rotation for the people that don't really care for DPS rotations, and that would just be stupid.
    I say let them quit.
    The game is not designed to need to be constantly filling Health bars. In fact, it's so far in the opposite direction that 0-1 Healer runs are even a thing, even in Ultimate content. Fight design actively discourages the usage of GCD heals, not only because of enrage times but because of how movement heavy some fights are. Couple that with the fact that multiple mechanics go off back to back and that most GCD heals are either too slow to hit in time or don't provide enough of a heal to matter if someone screws up and there is just no fundamental way a traditional healer would work in the game. Everything nowadays boils down to either mitigation checks or body checks that healing in and of itself has very little value outside the bare minimum required to clear the content, which is something several non-healer jobs are capable of meeting, leaving the actual role of Healer to be questionable at best. You're already a worse DPS regardless if you're hitting 1 button or 30, it makes no difference.

    As far as I'm concerned, SE already started to delete Healers in SB and nothing they've done in the past few years has really instilled any confidence that they'll be changing course any time soon.
    (7)

  8. #8
    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 Renathras View Post
    I liked your first post in this thread, but couldn't disagree more with this one.

    1) Not all SCH's liked the DoT focus. /raises hand

    2) SOME players appreciate WAR, many do not. Many Tanks want to play a tank and not a healer. Many Healers want to play a healer and not a tank or a DPS. Making Healer Jobs into DPSers and telling them to go play WAR if they want to heal seems bad on all counts.

    3) RaionKansen is right that "more dots" isn't the answer. At best, it papers over the problem of Healers feeling unnecessary in even current content. It doesn't actually fix the problem, it just lets them be even worse and more braindead (but SLIGHTLY less braindead) DPS Jobs. Say SCH got a 15 and 18 second DoT, one with a cast time, and an AF spender that did more damage based on DoTs. Is that really going to be more compelling for long? You're not hitting Broil as much...but you're not hitting it THAT much less often. If it makes up 80% of your casts now, it'll still make up 70% of your casts after the change, and it doesn't take a lot of brainpower to go "look under boss health bar, make sure it has my three DoTs on it before hitting Bane, repeat until AF all gone".

    ...at WORST, it just makes the role into worse DPS and alienates people that genuinely like healing into quitting the game or leaving those classes. If someone likes healing - and I mean "filling up people's HP bars - and not DPS rotations, then all "more dots" will do is encourage them to play RDM or possibly SMN or DNC instead, maybe WAR or PLD, or quit the game, neither of which is great for the game. Groups will start dropping Healers, as why take a Green Job that has the rotation of a Tank but does even less damage and brings nothing useful to the table when you could just bring an extra WAR and an extra DPS instead and clear the encounter just fine, and faster?

    I do think there's some design space in making the Healer JOBS more distinct - SCH having DoTs and SGE having a combo rotation, for example, leaving AST and WHM basically how they are now; that might work - but "more dots" won't actually fix the problem, and even giving just SCH more and SGE a combo rotation won't really fix anything, it'll just steal some of the hyperbole from the people who want to be "dps-lite Support" and want to coopt the Healer role into being that when the Tanks are already that and they don't want to play those because they don't want "the responsibility" or...something.

    4) If you're going to remove Healing from the game, you'd be better off just deleting the four Jobs instead of trying to change them into "dps-lite Support". You'd also need to make Jobs for the people that play them now that they might vaguely enjoy, meaning you'd need some DPS Jobs that have an automatic DPS rotation for the people that don't really care for DPS rotations, and that would just be stupid.
    No no no, you can't do that. Only agree with Shougun, no disagree. CFR 29 ShougunIsTheForums section B paren I- no disagree.

    1) Prior to the change SCH was oriented for the more aggressive player. I will not say you can't change a job after made, but would it not be fair to say it changed from underneath some players and some of those players did not like what they 'gained' vs what they 'lost'? Such statement doesn't mean it has to be one way or the other, I just mean to say sure.. maybe you didn't like it but there were obviously people who did and they have not really gained anything like it back, just pure loss.

    2) My post addresses this but I don't think this game can fit pure healer without substantial changes to many systems that will impact many other jobs, and I don't think people will in general appreciate those changes. To fix healers to be primarily healer I believe will cause more disruption than just to change other elements that I believe as in the other post "restore what was lost" or "offer a near equivalent experience of being supportive".

    3) Disagree given that some people are wanting to do more, and while "more dots" is an over simplification but would be more to do and more particularly without heavy disruption (and in some cases "restoration" of what was something some people have wanted back). Again because it was lost doesn't mean it HAS to come back, just that it's worth noting and potentially addressing. Returning SCH to essentially what was before would be more than one or two spells for damage, especially if you kept that theme and leveled it up (as you'd likely gain more damage spells).

    Again 'more dots' is an oversimplification and if it is to straw man the argument that's unfortunate, not saying you're doing that but when you see people refrence dots they're usually refrencing old scholar and by that they are /not/ simply saying add back a dot and they'll be happy. They miss all the activity and those particularly are missing specific elements of that activity (as SCH was fairly aggressive healer).

    Also nothing wrong with being green dps, tanks are essentially blue dps and I like them more for it. I don't want to be just a tank when playing tank, as A it would make a terrible solo experience and B I feel it's more fun to essentially be 70% of a DPS and 100% of a tank. It's no wonder you see all tank parties sometimes, being a tank is practically OP. If healers felt similarly, cool for them. Naturally people will still play dps as it's just a popular concept and has lower overt responsibilities, sans dps checks.

    Finally strongly pointing out in my suggestion there would be support healers, meaning that while you get back aggressive healers and high action on the target (and some auto-pilot healing from fairy, which brings flavor back to the job mechanically) there would also be healers that focus primarily on the allies and will help that way. In the end similar damage, just different methods. (SCH / SGE primarily target the enemy and work in targeting to allies as needed, WHM / AST primarily target the allies and work in enemy targeting as needed).

    4) Didn't say remove healing entirely, as a legit suggestion- though I did flaunt it as a silly possibility. Personally I think healing potentials can stay similar, but there will be a lot of healing spells that now have bonus effects that relate to not the green bar, some spells removed, some collapsed, and multiple new actions that don't relate to exclusively making the green bar go up. By this healers constantly have more tasks to do, that are valid, and diverse, while still being able to heal approximately the same as they always have. I would not suggest 'nerf' healing in total output, simply remix and redistribute skill slots such that there is more to do without having to drastically change tank skills, gear mechanics, encounter mechanics, and sync for everyone.

    Still can heal, and still can heal about the same, just more tasks to do other than 'just heal' when healing isn't really needed to that level. I think if we started earlier it would be easier to restore primarily healing, but at this point I think it's a lot easier to just accept that primarily healing is never going to happen, at least consistently / reliably, and you will make the jobs more exciting by taking the jobs into new ways of interacting with players and enemies (via offensive and 'supportive' styles).
    (9)
    Last edited by Shougun; 06-12-2023 at 01:22 AM.

  9. #9
    Player
    Tanis_Ebonhart's Avatar
    Join Date
    Sep 2021
    Posts
    646
    Character
    Klee Zunners
    World
    Midgardsormr
    Main Class
    Monk Lv 88
    I like the jobs that have less buttons to worry about. Let's me stay more focused on mechanics and having fun.
    (3)

  10. #10
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    PvP has better job identity representation than PvE and that's just plain sad.
    (14)

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