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  1. #1
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Heroman3003 View Post
    I'm surprised people are still upset that Sage wasn't a DPS job that happens to heal. The game has very rigid design format, there will never be a role like that without rework of roles in general. Sage IS a DPS healer, just that it's not that it's a healer with great DPS rotation or whatever, it's a healer that heals by doing it's DPS. Which is true to what was promised. It was never said that it would have some BLM level rotation of spells to cycle, just that when it uses is healer attack kit, it heals.
    Yoship specifically said "if you want to have more complex DPS as a healer, play Sage" so your logic is wrong
    (11)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Heroman3003 View Post
    I'm surprised people are still upset that Sage wasn't a DPS job that happens to heal. The game has very rigid design format, there will never be a role like that without rework of roles in general. Sage IS a DPS healer, just that it's not that it's a healer with great DPS rotation or whatever, it's a healer that heals by doing it's DPS. Which is true to what was promised. It was never said that it would have some BLM level rotation of spells to cycle, just that when it uses is healer attack kit, it heals.
    It’s a healer with a passive, permanent regen that has 0 influence on your gameplay otherwise, and less DPS variety than every other healer. Sage is as much a “DPS healer” as I am a pink hippopotamus secret agent named Steven.
    (8)

  3. #3
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    Hmm, ok. In a sense, the Eukrasian system seems to be expanded. 2 buttons to modify actions instead of just 1.

    At first, I was puzzled to not see the usual Eukrasian Diagnosis barrier, but I see other things would make up for it. Haima and Panhaima look to be the replacements with no cooldown multi-barriers. Dyskrasian Aphonia having a 4s stun on all enemies would be very strong mitigation for 4 mans since we know what Holy spam can do from WHM >.> Eukrasian Phlegma looks to have a barrier too and it has that usual barrier breaking mech we have today. Ah, I see you did this to get rid of the Eukrasian Diagnosis being spammed to farm for Addersting procs with wall to wall pulls. The Kardia heals look to be stronger than Diagnosis too.

    All the basics look to be covered while having a synergy for Kardia heals to actually work with mini shields. This might actually work with the buffs increasing critical strike chance and the modified Aphonia spell used for getting guaranteed crits when it is actually used to cleanse debuffs or interrupt stuff. It might just need a QoL mech where all the Adderstings are replenished over time when you are out of combat for a while. That way the Dyskrasian Dosis / Paraoxysm are not always getting the lowest "5% crit" version at the start of combat.
    (0)

  4. #4
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Tigore View Post
    Hmm, ok. In a sense, the Eukrasian system seems to be expanded. 2 buttons to modify actions instead of just 1.

    At first, I was puzzled to not see the usual Eukrasian Diagnosis barrier, but I see other things would make up for it. Haima and Panhaima look to be the replacements with no cooldown multi-barriers. Dyskrasian Aphonia having a 4s stun on all enemies would be very strong mitigation for 4 mans since we know what Holy spam can do from WHM >.> Eukrasian Phlegma looks to have a barrier too and it has that usual barrier breaking mech we have today. Ah, I see you did this to get rid of the Eukrasian Diagnosis being spammed to farm for Addersting procs with wall to wall pulls. The Kardia heals look to be stronger than Diagnosis too.

    All the basics look to be covered while having a synergy for Kardia heals to actually work with mini shields. This might actually work with the buffs increasing critical strike chance and the modified Aphonia spell used for getting guaranteed crits when it is actually used to cleanse debuffs or interrupt stuff. It might just need a QoL mech where all the Adderstings are replenished over time when you are out of combat for a while. That way the Dyskrasian Dosis / Paraoxysm are not always getting the lowest "5% crit" version at the start of combat.
    Like I said, I've been tweaking things a bit, like instead of Haima/Panhaima being their own buttons, making them the new Eukrasian Diagnosis/Prognosis to conserve on space. It's the same otherwise, just a little more hotbar economical. Also bringing back Druochole and Ixochole as OGCD cooldown heals at 40 and 80 seconds respectively just so that you do have a couple pinch heals. They'd be independent of the new Addersgall. Starting with 3 Addersting out of 6 is probably the easiest way to address your concern, though if I were actually producing this rework, I'd definitely want to test how long it might take me to power-generate Addersting through things like using Zoe and see how that feels and if it's consistent.
    (0)

  5. #5
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,914
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    The solution is not more dps spells or complex healing spells. What we need is encounters that forces the healers to use majority of their kit. I think the first thing the developers need to do is nerf or remove the ogcd healing spells. Force healers to hard cast and force them to keep a eye on their mp.

    This will mean less dps from healers, so dps players need to just deal more damage.
    (0)

  6. #6
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,038
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Laerune View Post
    The solution is not more dps spells or complex healing spells. What we need is encounters that forces the healers to use majority of their kit. I think the first thing the developers need to do is nerf or remove the ogcd healing spells. Force healers to hard cast and force them to keep a eye on their mp.

    This will mean less dps from healers, so dps players need to just deal more damage.
    There is no possible way to balance fights where you force a veteran to use all of their kit while also making it clearable by weaker players. A balance needs to be struck between healing requirements and engaging healing downtime activities, whether you like it or not.
    (11)

  7. #7
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,994
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Healer issue has been festering to the point where 1 singular fix won't magically fix everything. Lack of damaging encounter/reasons to use our buttons is one from many of their issues.

    Yes, you can make everything hits harder but how much harder you can make that before your regular Timmy the Medica II Mage upsets 3-7 other players in everyday's Duty Finder groups because their good ole' "Medica II everything!" no longer works?
    (5)

  8. #8
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healer issue has been festering to the point where 1 singular fix won't magically fix everything. Lack of damaging encounter/reasons to use our buttons is one from many of their issues.

    Yes, you can make everything hits harder but how much harder you can make that before your regular Timmy the Medica II Mage upsets 3-7 other players in everyday's Duty Finder groups because their good ole' "Medica II everything!" no longer works?
    With higher heal requirements such players wouldn't exist in first place,
    They exist because THIS game allows it.
    - Are we gonna balance/build the game around players who press one heal button?

    Neglectance to learn and fulfill your your role is griefing..( be it healer/tank or dps)
    Stop defending such play.
    (1)
    Last edited by Zeastria; 01-16-2024 at 12:52 AM.
    SCH/AST/DNC/VPR/SMN

  9. #9
    Player
    Asari5's Avatar
    Join Date
    Aug 2020
    Posts
    1,349
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Zeastria View Post
    - Are we gonna balance/build the game around players who press one heal button? .[/B]
    we already did. everything turns into asthetics only.
    story? has always been more cutscene than anything else.
    healer? no comment
    summoner? they took the pet and turned it into fancy lights, people love it.
    a-raids? a lot of fancy mechanics... people love it.
    and and and
    (4)

  10. #10
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,994
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Zeastria View Post
    Neglectance to learn and fulfill your your role is griefing..( be it healer/tank or dps)
    Stop defending such play.
    ???

    You missed the point. The goal is to let players from both end of the spectrum to enjoy their gameplay. Why does it always have to be one and not the other? Why not both? Raise the skill ceiling (engaging downtime activities). Let the skill floor (minimum healing requirement) remains, or at least not significantly affected.
    (7)

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