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  1. #1
    Player Solakor's Avatar
    Join Date
    Jun 2021
    Location
    Searching for skill expression
    Posts
    86
    Character
    Suo Sao
    World
    Ragnarok
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Nobuyuki_Sanada View Post
    Again I will then ask, why have healers at all? Adding even 3 new damage options isn't going to be enough to make it suddenly fun. Adding more than that and your just making more DPS classes with heals for oGCD's rather than more damage. Hitting 2 buttons instead of 1 is not more fun. DPS are fun because their entire kit works together, its not because they get to hit more buttons. Damage would have to some way aid me or my allies in order for it to synergize with the rest of the kit therefore making it fun for the role.

    I'm not saying its current state isn't boring, I'm saying adding another damage button won't make it fun and we will just continue asking for more damage buttons until healers are just DPS classes.
    In case you haven't noticed every healer and tank has an overloaded kit. The reason is the same as why the class gameplay has been homogenized. It's to cater to lazy ppl who don't want to learn and to minimize fail state. This wasn't really an issue in ARR to SB because the game was made so that you had to use gcd heals and not have mitigation for everything. Also the potencies of skills were lower and mobs hit harder, aggro etc. We are past the point that the game will ever again see the kind of gameplay you want. The game that has that is WoW.

    Tbh it is starting to look like 14 has become babys first mmo and then you graduate to the big OG when you get good enough, unless you dont for some reason like wow, because the systems there are still role specific and ff14 seems to be going somewhere else. Holy trinity exists for a reason.
    (1)
    Last edited by Solakor; 01-25-2024 at 07:52 AM.

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,868
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Nobuyuki_Sanada View Post
    Again I will then ask, why have healers at all? Adding even 3 new damage options isn't going to be enough to make it suddenly fun. Adding more than that and your just making more DPS classes with heals for oGCD's rather than more damage. Hitting 2 buttons instead of 1 is not more fun. DPS are fun because their entire kit works together, its not because they get to hit more buttons. Damage would have to some way aid me or my allies in order for it to synergize with the rest of the kit therefore making it fun for the role.

    I'm not saying its current state isn't boring, I'm saying adding another damage button won't make it fun and we will just continue asking for more damage buttons until healers are just DPS classes.
    So why do tanks get to have rotations that double as slightly simplified melees but healers can’t have something that resembles anything
    (2)

  3. #3
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    554
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Nobuyuki_Sanada View Post
    Again I will then ask, why have healers at all? Adding even 3 new damage options isn't going to be enough to make it suddenly fun. Adding more than that and your just making more DPS classes with heals for oGCD's rather than more damage. Hitting 2 buttons instead of 1 is not more fun. DPS are fun because their entire kit works together, its not because they get to hit more buttons. Damage would have to some way aid me or my allies in order for it to synergize with the rest of the kit therefore making it fun for the role.

    I'm not saying its current state isn't boring, I'm saying adding another damage button won't make it fun and we will just continue asking for more damage buttons until healers are just DPS classes.
    Most people are asking for more dps buttons because you certainly won't get anything else. I think so ?

    Synergy would be extraordinary, but there's little chance of it taking shape because of the design of the fights. For the moment, personally: I'd just like to stop my hand hurting every time I do a long healer session, because of the repetitive nature of the movement.
    (2)
    Last edited by Merrigan; 01-25-2024 at 08:50 AM.

  4. #4
    Player
    Deathsdaughter's Avatar
    Join Date
    Jan 2024
    Posts
    15
    Character
    Raven Vondergeist
    World
    Maduin
    Main Class
    Arcanist Lv 80
    Tbh they never care about healers,
    (2)

  5. #5
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    I don't think Healers need direct DPS but I do believe they need systems unique to the job that has them buffing party DPS output. Currently the jobs are dipping their toes in the water with stuff like Chain Strat but I mean full on mechanics that you would find in other jobs.
    (0)

  6. #6
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    660
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I think that would work for 1, maybe 2 healers, but having all of them focused around buffing is just as homogenous. Ideally they should focus on different playstyles, with AST being the primary support/buff option, and the others can have varying degrees of higher personal output vs party output, i.e. WHM or SGE being far more bursty and powerful with no buffs (WHM being slow and strong similar to BLM, SGE being fast-paced and mobile), while SCH has more sustain power from its DoTs and Chain Strat for additional support.
    (0)

  7. #7
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,189
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    They could give WHM and SGE a robust support kit with lots of buffing skills while giving SCH a debuffing kit and if they can manage to work out AST cards in a meaningful way that would give every healer something that isn't DPS or healing to fill their downtime with. Two of them might be very similar but you can't win them all.
    (0)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,868
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I’m still not sure why none of the healers can have interesting direct DPS kits
    (4)

  9. #9
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    I dont wish for more DPS buttons.
    But i'm all for reworking the ones we have!

    Having DPS buttons be more interactive with your healing kit and vice versa
    would improve the flow of both dpsing and healing..

    Let say your DPS button(s) = buff your next heals by x sec ,
    While your heals will buff your next dps buttons by x sec..
    ( the buff will not have a timer, only spend when shifting)

    While inc healing requirements,
    so that you will spend - let say
    60% on healing /40% DPSing..
    Instead of 80% dpsing / 20%Healing
    (2)
    Last edited by Zeastria; 01-25-2024 at 10:33 AM.
    SCH/AST/DNC/VPR/SMN

  10. #10
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Zeastria View Post
    I dont wish for more DPS buttons.
    But i'm all for reworking the ones we have!

    Having DPS buttons be more interactive with your healing kit and vice versa
    would improve the flow of both dpsing and healing..

    Let say your DPS button(s) = buff your next heals by x sec ,
    While your heals will buff your next dps buttons by x sec..
    ( the buff will not have a timer, only spend when shifting)

    While inc healing requirements,
    so that you will spend - let say
    60% on healing /40% DPSing..
    Instead of 80% dpsing / 20%Healing
    This idea does have potential. While they're at that, and I don't mind healer's dps kit being very simple, I wish they could make them distinct.

    There's absolutely zero reason on why the basic rotational toolkit needs to be a nuke + 30s dot for every healer. Here's some ideas instead of just a regular dot:

    - No dot, but a combo system for one of the healers (would give this to SGE);
    - AST's combust could be a timed nuke (like a mini single target ES) that blows up for more damage if caught into ES's explosion;
    - An action with a cast time that adds to a 1-5 stacking dot. Nuke is instant cast and should be used to spend those stacks for more damage (would give this to SCH);
    - One of the healers keep the basic nuke + 30s dot (would give this to WHM);
    (1)

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