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  1. #1071
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Aravell View Post
    Ideally? 50/50 split.

    I will say, personally, even if they gave us an in-depth damage kit, that only fixes half of our problems. The other half of our problems is that we spend most of our time using the downtime kit in the first place.

    A proper fix would have in-depth damage kit with increased healing requirements. Uptime and downtime kit improved hand-in-hand.
    It wouldn't have to be all damage if it could be support / buffing and debuffing.

    I wouldn't even mind that because that's at least engaging and helping the party.
    (4)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  2. #1072
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    What do you guys think about only tanks having access to mitigation/party mitigation abilities, only healers having access to party DPS buffing abilities and all DPS being selfish DPS jobs with their own unique playstyles? Personally, I prefer DPS having party DPS buffing abilities too because I don't think jobs like BRD and RDM would fulfill their class fantasy if they were both just selfish DPS.
    (0)

  3. #1073
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Been playing Season of Discovery in WOW. Playing Paladin mostly as tank but sometimes I heal (for faster dungeon finding). Thanks to runes, the special 'gimmick' of the season, gameplay is similar to here, 60-70% GCDs spent on damage, the rest on healing. Difference is that I have a lot more damage buttons there than I do here, and it's a frankenstein of a 20 year old game with a 'twist' stitched into it very haphazardly (sometimes bugs happen with it, like questgivers dialog bugs out if it's rune related, and you have to do /reload to fix it)

    When I'm healing on Paladin, I've got:

    Autoattacks, they do actual damage
    Seals to make autoattacks have extra effects, such as MP restore (Wisdom), HP (Light), extra damage (Righteousness) or attackspeed (Crusader)
    Judgement to unleash the effect of the Seal, such as Crusader amplifying holy damage on the target, or Light allowing anyone hitting the target to heal ala Bloodbath. Of note is Righteousness, as it is flat holy damage, so doing this every 10s is another way to attack

    Consecration, 8s CD, drops an AOE that deals DOT damage with no target cap, lasts 8s, pretty mana intensive though
    Crusader Strike, 6s CD, restores 5% of my mana, is considered a melee hit
    Divine Storm, 10s CD, hits 4 enemies, heals for 25% of the total damage dealt
    Exorcism, 15s CD, deals damage, guaranteed crit on Demon or Undead enemy types
    Holy Shock, 30s CD, deals damage or heals depending on target
    Sheath of Light, passive that makes me have 30% of my physical attack power be added to my magic attack power rating for 1min each time I hit an enemy (aka 100% uptime), makes my heals stronger too
    The Art of War, getting a melee crit (autoattack, Divine Storm, Crusader Strike) instantly resets the CD on Exorcism and Holy Shock

    Blessing of Might increases physical attack power for target (yes that means party members not just me)
    Blessing of Wisdom gives MP regen
    Blessing of Salvation reduces threat generated (rip Smokescreen)
    Blessing of Light makes your heal GCDs stronger by a flat amount
    Blessing of Freedom removes slows/roots
    Blessing of Protection prevents all physical damage to the target but prevents them from dealing physical damage

    Devotion Aura gives bonus armor to all nearby allies
    Retribution Aura causes reflect damage to enemies that hit any ally physically
    Concentration Aura helps prevent spell pushback (the part of Surecast we never make use of)
    Shadow/Frost/Fire Res Aura reduces damage dealt by those elements

    Oh yeh and Hammer of Justice, a 60s CD stun. Its fun having more damage buttons, and having impactful utilities. Who knew?


    Quote Originally Posted by Aravell View Post
    Ideally? 50/50 split.
    I will say, personally, even if they gave us an in-depth damage kit, that only fixes half of our problems. The other half of our problems is that we spend most of our time using the downtime kit in the first place.
    A proper fix would have in-depth damage kit with increased healing requirements. Uptime and downtime kit improved hand-in-hand.
    Basically where I'd stand on it too, just adding more damage rotation isn't the fix on its own, but it's a start. The biggest issue though is WHM. Given it's so GCD heavy on it's healing kit, it skews the question somewhat, as it doesn't have OGCDs to pad out the 50% we'd ask for, so for WHM specifically the ratio would be different I think. And then for AST, the issue is kind of reversed, with card gameplay bloating the OGCD side of the ratio

    Quote Originally Posted by Supersnow845 View Post
    (SCH’s DOT juggling or a version of DNC’s base 1^3^5 2^4^6 are good examples)
    DNC without the dances would be a good amount of complexity for the damage, I think. a two step rotation, two procs to react to, a poolable resource (up to 4) and a 0-100 gauge that is spent on a big hit. So if we remove Fan Dance 1-2-3, and just have the 'feathers' used on FD4 (so it has use in ST and AOE), have the four base GCDs for ST (and just one with it's associated proc for AOE to save buttons), and maybe change Saber Dance to be a cool strong healing GCD (which refunds itself by being damage neutral, EG by forcing the procs on the 1-2 combo, or by giving a free use of FanDance4), then we'd have a good level of complexity I think, with many directions to 'add to' for later expansions designwise (Eg, a Flourish move to force procs, another gauge spender, 'feather' spender, etc)

    edit:

    Quote Originally Posted by Mithron View Post
    What do you guys think about only tanks having access to mitigation/party mitigation abilities, only healers having access to party DPS buffing abilities and all DPS being selfish DPS jobs with their own unique playstyles? Personally, I prefer DPS having party DPS buffing abilities too because I don't think jobs like BRD and RDM would fulfill their class fantasy if they were both just selfish DPS.
    Sounds 'interesting' in some regards, but given they can't make the tanks/healers feel 'distinct' enough from one another, we'd probably end up with the DPS feeling very samey too. It does confuse me why they felt RPR needed to have the 3% damage buff though. Ideally Viper will be selfish like SAM, so that Scouting mains can choose between Selfish and Raidbuffer easily

    The issue isn't DPS having party-buffs, the issue I think is that they're too similar in what the buffs do, they're all just damage, crit rate or dhit rate (aka crit rate 2). We can't have GCD haste because it screws people's rotation alignment. We can't have ability recast reduction, because the 2min meta is so important now that misalignment is devastating to the raid's damage. They've painted themselves into a corner designwise on what buff effects we can actually have, so we just get 'X% damage dealt increase' reskinned several times
    (0)
    Last edited by ForsakenRoe; 02-17-2024 at 12:13 AM.

  4. #1074
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,672
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Mithron View Post
    What do you guys think about only tanks having access to mitigation/party mitigation abilities, only healers having access to party DPS buffing abilities and all DPS being selfish DPS jobs with their own unique playstyles? Personally, I prefer DPS having party DPS buffing abilities too because I don't think jobs like BRD and RDM would fulfill their class fantasy if they were both just selfish DPS.
    Ironically, I think this benefits the DPS roles themselves the most as they could finally have quirks or gimmicks that make unique without balance concerns. So long as the numbers matched up at some point, you'd be golden. That isn't to say it wouldn't benefit tanks and healers too. Both would get actually stuff to do beyond their basic DPS, especially healers.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  5. #1075
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,846
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Mitigation is a type of healing so I don’t think that mitigation being only on the tanks is helpful, I do like the DPS being selfish though

    If I had to organise them I’d put them
    -DPS->selfish with one or two noticeable exceptions that’s their entire playstyle design (like DNC)
    -tanks->personal mitigation for tanking the boss
    -shield healers->mitigation
    ->regen healers->reactive healing
    (1)
    Last edited by Supersnow845; 02-17-2024 at 10:33 AM.

  6. #1076
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Mithron View Post
    What do you guys think about only tanks having access to mitigation/party mitigation abilities, only healers having access to party DPS buffing abilities and all DPS being selfish DPS jobs with their own unique playstyles? Personally, I prefer DPS having party DPS buffing abilities too because I don't think jobs like BRD and RDM would fulfill their class fantasy if they were both just selfish DPS.
    I don't think it's a bad thing to have some overlap within the trinity, purely focusing on only one aspect of combat can be insanely dull unless done really well.

    That said, there is a limit to the overlap so they don't end up with some omnirole monstrosity like WAR is in dungeons right now.
    (1)

  7. 02-17-2024 11:19 AM

  8. #1077
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,846
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I don’t like the current design of mitigation being a complete pass fail check on raidwides that do too much damage but I like the idea of mitigation and shields that functionally do the opposite of what pure healing does (like what a shield healer should be)

    For example if a raidwide is going to do 10,000 damage, a shield healer mitigates 20% of that (2000 damage) and heals 1000 (3000 total), a regen healer simply heals for 3000

    Mitigation as a form of pre-emptive healing is what I’ve always liked about shield healers, 14 just dials it up to 11 but making the shield healer unequivocally the most important member of the party in high end duties and completely irrelevant in casual content
    (2)

  9. #1078
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I don’t like the current design of mitigation being a complete pass fail check on raidwides that do too much damage but I like the idea of mitigation and shields that functionally do the opposite of what pure healing does (like what a shield healer should be)

    For example if a raidwide is going to do 10,000 damage, a shield healer mitigates 20% of that (2000 damage) and heals 1000 (3000 total), a regen healer simply heals for 3000

    Mitigation as a form of pre-emptive healing is what I’ve always liked about shield healers, 14 just dials it up to 11 but making the shield healer unequivocally the most important member of the party in high end duties and completely irrelevant in casual content
    The idea with this current iteration of the game is definitely more about timing than it was in ShB and that's likely due to the 2 minute cycle being the standard. But having such a strict structure makes it feel kind of cheap and budgety in terms of how the fighting feels. That and it feels engineered towards end game hard mode fights where people are trying to stack multipliers to beat enrage checks where the base damage can't cut it. Having a 2 minute cycle globally in all content does make the leap into the hardmode content less daunting, but it misses the point of why people generally avoid the end game content in the first place, which is the amount of time needed to study in order to understand the fight and beat it. That and things always start out all rosy until people get stuck somewhere, and then the truth that every person is for themselves comes to light and rips things steadily apart, since in PF there is no social contract outside of maybe a threat of being black listed by a person you'll forget the name of the following day.

    And even in statics the same traction can happen from poor management. E.g. a group going for three days gets cut down to two because one of the members can't make three days anymore, so they don't cut the person and find another that can. Then people get burned out since they can't prog off two days a week efficiently. I've seen this happen with groups all the time and no one ever learns. They let the relationship with the other members impact and get in the way of the primary goal.
    (0)
    Last edited by Colt47; 02-17-2024 at 01:26 PM.

  10. #1079
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    748
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Bringing this back up as a point just that healers need SOMETHING to do during downtime. Could be slightly more dps rotations or it could be buffs or debuffs.
    (1)

  11. #1080
    Player
    Tysilio's Avatar
    Join Date
    Apr 2021
    Posts
    40
    Character
    Tysilio Leorei
    World
    Lich
    Main Class
    Dragoon Lv 100
    I'm all for it, but the problem with that change is that there's going to be too many actions that will be needed to be bound to keys for PC players. On my healer jobs I'm already almost at the limit of hotbar slots that I have keybinds for, while keeping a somewhat logical layout at the same time.

    So either they replace some healing spells with some offensive/buff/debuff ones, or I'll have to completely rethink my UI/hotbar/keybind layout I guess, which would make me sad.
    (0)
    Last edited by Tysilio; 03-07-2024 at 08:30 AM.

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