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  1. #1
    Player RitsukoSonoda's Avatar
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    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    IMO one of the primary causes of the issue is the decisions they made with both the healer role jobs and tank role jobs. Being that the 2 roles combined almost always if not always are a smaller percentage of the player population than DPS SE decided to try to encourage more players to play jobs in those roles by making the jobs themselves overly simple by giving tanks more self sustain, excessive enmity generation, and an abundance of damage mitigation abilities. While giving healers an abundance of "free cast" healing abilities. They then paired this with dumbing down the game content to the point the changes they made to the jobs in those roles became unnecessary in nearly every situation. The only reason tank roles aren't making the same complaints as healers in regards to boredom due to lack of damage buttons is because their damage buttons generate enmity so they were given a skill rotation to use full time. All the while healer jobs within the role have very few skills that will do damage while healing.

    I don't feel the solution to the issue is to simply give healers more damage buttons and a rotation. The actual solution would be for them to fix the actual game design issues in regards to combat encounter designs vs skill kits while also up tuning 4 player and normal mode trials/raids so that non DPS players need to make use of most of their skill kit during battles. They'd probably also see a larger amount of players at least attempting EX/Savage/Ultimate if the game provided a steady incline to that content instead of essentially being a flat plain with a large wall placed on it that people need to either climb over or smash through to proceed.
    (3)

  2. #2
    Player
    IDontPetLalas's Avatar
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    Oct 2020
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    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    I agree with a lot of what was just posted, I just wanted to add that players are fairly smart, which makes it challenging for designers are multiple levels.

    I would definitely agree that communication is not easy and players (just as forum posters!) may be well intentioned however a great deal may be lost via using just the written word. However if you want to look at the challenges of game design - I would point you to CC- "Good job" is so innocuous, isn't it? Perhaps not so much when it's spammed over and over though. So much for that design.

    You are speculating about someone who is going to be called out by someone because unlike any other job they may not be able to hypothetically hit 2 buttons (which all healers could do previously, by the way) , in content where they would likely not be required to do that in order to complete it? That's a lot of "IFs".

    Whereas in more difficult content, or in solo content, that option could be available for those healers who wanted to make use of available downtime but lacked options?

    I don't see the option that you're proposing, what is less than "maintain one dot and use one DPS skill" when you're not healing?
    (0)

  3. #3
    Player
    LilimoLimomo's Avatar
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    Jul 2023
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    Windurst
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    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    I don't see the option that you're proposing, what is less than "maintain one dot and use one DPS skill" when you're not healing?
    Ah, I'm guessing you're misunderstanding what I meant when I said:
    As I said before, nobody can criticize you for not pressing two DPS buttons if you only have one DPS button.
    That wasn't meant as a literal suggestion to only have one DPS button, but rather an example of "Ought implies can". One cannot do what they literally cannot do, and therefore nobody can say that they should do it. For an example that is more precisely tuned to this discussion, there isn't a shred of validity in suggesting that a healer should use their 1-2-3 combo if there is no 1-2-3 combo.

    To clarify, I'm not actually suggesting anything less than "maintain one DoT and one DPS skill". I'm suggesting that if there are healers who want a more involved DPS rotation, we should at the very least leave one healer's DPS kit the old way so that players who didn't want that additional complexity can continue to play their role at the same level of efficacy without the potential for increased expectations/criticism.
    (1)

  4. #4
    Player
    ASkellington's Avatar
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    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    Ah, I'm guessing you're misunderstanding what I meant when I said:
    As I said before, nobody can criticize you for not pressing two DPS buttons if you only have one DPS button.
    That wasn't meant as a literal suggestion to only have one DPS button, but rather an example of "Ought implies can". One cannot do what they literally cannot do, and therefore nobody can say that they should do it. For an example that is more precisely tuned to this discussion, there isn't a shred of validity in suggesting that a healer should use their 1-2-3 combo if there is no 1-2-3 combo.

    To clarify, I'm not actually suggesting anything less than "maintain one DoT and one DPS skill". I'm suggesting that if there are healers who want a more involved DPS rotation, we should at the very least leave one healer's DPS kit the old way so that players who didn't want that additional complexity can continue to play their role at the same level of efficacy without the potential for increased expectations/criticism.
    That's not fair to the people who want their healer to also have that additional complexity.

    I'm not saying all healers should have the same complexity. But all four healer's current design needs a massive change to their down time. Not a one is good for an MMORPG.
    (6)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  5. #5
    Player
    LilimoLimomo's Avatar
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    Jul 2023
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    Windurst
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    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by ASkellington View Post
    I'm not saying all healers should have the same complexity. But all four healer's current design needs a massive change to their down time. Not a one is good for an MMORPG.
    To be clear, I don't think a fancier DPS rotation is a solution to healer downtime. That's a much bigger issue that I feel is outside the scope of this thread.

    Quote Originally Posted by ASkellington View Post
    That's not fair to the people who want their healer to also have that additional complexity.
    True, but in the exact same stride it's not fair to the people who want less complexity if their job gains more complexity. The idea with some jobs getting that change and some jobs not getting it is that neither preference is entirely ignored.
    (1)

  6. #6
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
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    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    True, but in the exact same stride it's not fair to the people who want less complexity if their job gains more complexity. The idea with some jobs getting that change and some jobs not getting it is that neither preference is entirely ignored.
    This is not true. "Some jobs" is not, your job. This reads as "I want to see greater complexity to my job, but I can't have it, I must go to another job". When said job can have greater complexity, just not as much as one would like. Limiting a job to two buttons means it can't even get that extra complexity.

    As for a fancier DPS rotation being the solution. Well no. If you want my opinion on what needs to happen to healers:
    • They all do need a few extra dps buttons.
    • Said dps buttons need to connect with their theme and kit.
    • Encounter design needs to change - faster telegraphs, more unavoidable damage.
    • Healer kits need to be gutted and redesigned with all four receiving clear healing and as mentioned before damaging identities akin to what they have in PvP (as in diverse and not the same as the other).
    • MP sustain should come back and be a focus.

    Now what's the problem with all of that? SE doesn't want to do it and at this point likely can't.

    All four healers need an overhaul close to what SMN got. Or more accurately, what the PvP classes got. SE has proven they don't have the resources to do that many classes at once.

    Encounter design is where they like it. They don't want to increase healing requirements or make healing harder for the exact same reasons people don't want to add more dps: it will scare new healers. Same with MP.

    Adding extra DPS is quite literally the bare minimum they can do to add engagement to players who want more out of their jobs. All four of them.
    (6)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,373
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    True, but in the exact same stride it's not fair to the people who want less complexity if their job gains more complexity. The idea with some jobs getting that change and some jobs not getting it is that neither preference is entirely ignored.
    long response

    Which is why the solution should not be 'leave one exactly as it is', but 'balance the extra complexity for one of the healers in such a way that it is mostly ignoreable for those who don't want to interact with it'. Look at it this way, if we have only Dia and Glare for the majority of our GCDs, then any movement that costs us a Glare is punished even harder, because that's the majority of our damage: Glare. Dia doesn't need to be 2.3ish Glare's worth of damage, it being that high just makes missing ticks of it (due to being bad at DOT management for example) more punishing. It could be 450p total instead of 715 with the missing potency moved elsewhere in the kit. But because SE has removed so much of our kit now, all of the potency has to be forced into the few buttons we have left.

    Besides that, the 'leave one exactly as it is' has been argued to death already. For my part, my reasoning for why it's not a great idea is twofold: one, the job that usually gets thrown out there as 'the one to leave alone', WHM, previously did have more buttons than currently. 'Keep it as it is, for those who enjoy the current gameplay' didn't seem to matter going into SHB, so I equally don't see it as a reason that applies now, at least, no more than it should have back then. Secondly, 'keeping one simple for those who like simpler healer design' does not have to directly translate to 'keep it exactly as it is, with zero changes at all'. We already know that SE will add stuff for the expansion, so that alone will cause 'changes to the job', so that falls flat IMO. I would agree that there should be a spectrum of 'complexities', going WHM>SGE>>>SCH>>AST probably, but that spectrum does not necessitate WHM stays exactly where it is. I made a chart a while back, here is a retrofitted version to illustrate what I mean:



    This is something along the lines of what I'd like to see for each job's complexity. Green is 'complexity of getting your healing out', red is 'complexity of dealing damage, either by direct skills or buffing allies', and gold is 'the absolute theoretical maximum complexity, which you'd run into if you were aiming to get rank 1 parses'. The reason for the SGE 'gold bar' being so long is because I would like to see it's 'damage>healing' identity properly realized, so optimizing that would theoretically be quite technical. Bearing in mind that the DPS classes, not shown on this chart, would have their bars fall anywhere between the 4th and final lines (with BLM probably having it's 'gold bar' going off the side of the chart), I'd say the proposed complexity totals for healers, even AST, is quite respectful of casuals and of the players that the 'one needs to stay the same' intends to benefit.

    As the chart shows, I would like to have WHM's healing AND it's damage both be simple and easy to execute, as it is the case now. But I would also like for there to be a bit of optional depth, wherein optimizing your healing and damage adds up to a complexity total larger than the sum of it's parts. This would not affect it's simple 'easy to get into' nature for casuals, just be an extra minigame for the hardcore optimizers to mess with. The minigame of 'use Lilies to prep Misery for raidbuffs, but still make sure to use them in good places for healing' is a good example of one of these optional optimizations


    As Skellington put, and I have mentioned elsewhere: I am a good example of why this idea (keep one as is) would not work well. I want to have more complexity in my healing downtime, to keep me more engaged in lower difficulty content. Doesn't matter how good I get at the game, EX roulette is still the fastest way to cap my tomes. So, I have an alt I use to reclear Savage fights with a friend, so she can 'skip' her static to the later fights they want to do (because they no longer need gear from earlier ones). This alt has one class levelled. For the sake of the example, let's say it's WHM. I do not believe that watching the other 3 healers, that my alt does not have levelled, getting more complexity to their downtime damage rotations while WHM stays exactly where it is, is going to feel good. Doubly so, when people suggest that 'if you want more complexity, play one of the other healers'. It takes time to level another job to max, I don't believe that telling someone they have to grind another job to max is a 'solution'. It's like if DRK was dying too much in dungeons because Dark Mind only affects Magic damage, and the suggested solution is 'level another tank'. Maybe I like WHM's aesthetics, or it's healing-side gameplay, or my personal reason, 'I really do not want to have to do the AST opener over and over while progging because it makes my hands hurt', but whatever my reason, I'm apparently going to be told 'nope, it's gotta stay as is, play another job'. Compared to just making all four healers have extra complexity, and said extra complexity be optional, I just don't see how it's a valid solution.

    Besides, if someone's going to be a melt and complain that 'healer didn't do their optimal rotation in Aetherfont', report them. But also, if they're going to get whiny because a hypothetical reworked SCH that has 3 DOTs of staggered duration (30/24/15 for example) forgot to refresh 1 or 2 of their their DOTs for a couple of ticks (movement for example), then I'd expect they'd also be whiny about the SCH in the current design missing their one DOT for a few ticks. Doubly so in fact, because 'it's easier to refresh one DOT than three' or something. Point is, if someone's gonna be a dick, it's not going to be made less likely or more likely to occur based on job design. The healers could have passive 'you deal 100p damage to any enemy you're within 10 yards of' and they'd be complaining if you ran out of range to do a mechanic, y'know?


    damn took so long to type that like 3 people already said what I wanted to
    (4)
    Last edited by ForsakenRoe; 08-29-2023 at 07:46 AM.

  8. #8
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,175
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    To clarify, I'm not actually suggesting anything less than "maintain one DoT and one DPS skill". I'm suggesting that if there are healers who want a more involved DPS rotation, we should at the very least leave one healer's DPS kit the old way so that players who didn't want that additional complexity can continue to play their role at the same level of efficacy without the potential for increased expectations/criticism.
    But here's the thing: If you have only one casted nuke and one DoT, I can easily criticize you for not pushing them because it's absolutely trivial for me to look over at the party list and see whether that nuke is going off at the same approximate frequency as my own GCDs, or to check the enemy's debuffs and the timers on them. In essence, your kit gives you nothing to hide behind.

    If instead you have multiple buttons, maybe one of which is an instant that gets pushed with some relatively high frequency, maybe some or all of which tie into a gauge spender/builder thingy, then it becomes much more difficult for me to judge whether you're DPSing optimally. Maybe I didn't see a cast because you hit an instant instead. Maybe I didn't see some skill because you don't yet have the gauge for it. Your kit gives you plenty of places to hide. I'd have to specifically be gunning for you or just assert rudely, without evidence, that you need to "git gud."

    And anyone who's going to be rude in the "more buttons" scenario is assuredly going to be rude in the "fewer buttons" scenario, so there's no loss there, only a potential gain.

    (And if someone's using a third-party tool to pass judgement, nothing short of engineering the game to lock those tools out is going to be sufficient.)
    (7)

  9. #9
    Player
    LilimoLimomo's Avatar
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    Jul 2023
    Location
    Windurst
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    1,135
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by AmiableApkallu View Post
    But here's the thing: If you have only one casted nuke and one DoT, I can easily criticize you for not pushing them because it's absolutely trivial for me to look over at the party list and see whether that nuke is going off at the same approximate frequency as my own GCDs, or to check the enemy's debuffs and the timers on them. In essence, your kit gives you nothing to hide behind.

    If instead you have multiple buttons, maybe one of which is an instant that gets pushed with some relatively high frequency, maybe some or all of which tie into a gauge spender/builder thingy, then it becomes much more difficult for me to judge whether you're DPSing optimally. Maybe I didn't see a cast because you hit an instant instead. Maybe I didn't see some skill because you don't yet have the gauge for it. Your kit gives you plenty of places to hide. I'd have to specifically be gunning for you or just assert rudely, without evidence, that you need to "git gud."

    And anyone who's going to be rude in the "more buttons" scenario is assuredly going to be rude in the "fewer buttons" scenario, so there's no loss there, only a potential gain.
    In theory you certainly could criticize the exact cadence of a person's timing. But I'm not concerned about that for a few reasons:
    In all the casual content I've done with less-skilled players, I've never seen anyone make that kind of criticism. I've seen lots of criticism about not casting specific spells, though.

    And that's probably because "You aren't pressing your buttons at optimal times" and "You never cast Glarega" are two very different kinds of criticism. One is talking about never using a valuable part of a player's kit, while one is much more down the nitpick road. Given that difference, I don't think there's a reason to presume that in the absence of Glarega, good faith criticism about never casting Glarega would simply be replaced by good faith criticism about button timing optimization. Again, I've never seen such a criticism.
    Have you ever seen criticism like that while running a dungeon? And if so, how frequently?
    (1)

  10. #10
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,175
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    In theory you certainly could criticize the exact cadence of a person's timing. But I'm not concerned about that for a few reasons:
    In all the casual content I've done with less-skilled players, I've never seen anyone make that kind of criticism. I've seen lots of criticism about not casting specific spells, though.

    And that's probably because "You aren't pressing your buttons at optimal times" and "You never cast Glarega" are two very different kinds of criticism. One is talking about never using a valuable part of a player's kit, while one is much more down the nitpick road. Given that difference, I don't think there's a reason to presume that in the absence of Glarega, good faith criticism about never casting Glarega would simply be replaced by good faith criticism about button timing optimization. Again, I've never seen such a criticism.
    Have you ever seen criticism like that while running a dungeon? And if so, how frequently?
    I wasn't talking about optimal timings. I was talking about not casting specific spells, which is exactly what you say you've seen criticized. It's easy to point out that someone isn't casting a specific spell if they have a grand total of one option to choose from. It's harder to do that when they have an interesting menu to choose from.

    But really, as far as I'm concerned, this is making a mountain out of a molehill. In 27+ months, I've never seen any individual criticized, nicely or rudely, in-game about their DPS, including my own. Heck, no one commented in-game on the absolutely atrocious DPS that led to the 14+ minute, wipe-free run of P7N that I got to experience.

    (I mean, yes, I don't doubt that rude individuals exist out there, but are they really so prevalent as to necessitate gimping healers because some poor person might discover that, yes, there are rude individuals on the Internet if you spend enough time there?)
    (3)

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