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  1. #731
    Player
    Niroken's Avatar
    Join Date
    Sep 2013
    Posts
    411
    Character
    Nanaki Naki
    World
    Famfrit
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Supersnow845 View Post
    What server are you on that healers remotely outnumber tanks (AIN doesn’t count since it biases tanks)

    It’s been years since I’ve had shorter queues on tanks than healers
    That makes no logical sense though, if the back-end numbers confirm what you are seeing, since any developer would want to shorten queue times for their largest population (DPS). They've been continually adding changes to tanks to make them more appealing to the wider public, why wouldn't they do that for healers instead of doubling down if they are the biggest issue for queue times?

    Even more so since they plan to add TWO DPS at the same time. You would have thought they learned from Stormblood.
    (0)

  2. #732
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Niroken View Post
    That makes no logical sense though, if the back-end numbers confirm what you are seeing, since any developer would want to shorten queue times for their largest population (DPS). They've been continually adding changes to tanks to make them more appealing to the wider public, why wouldn't they do that for healers instead of doubling down if they are the biggest issue for queue times?

    Even more so since they plan to add TWO DPS at the same time. You would have thought they learned from Stormblood.
    They did actually learn. It's the reason they're massively simplifying the tanks and healers, it's so it gains more wide appeal to people who thought tanking and healing was too stressful before. The problem with this approach is that it ended up replacing players as the veterans get bored and leave the role rather than increasing the player count in the role.
    (7)

  3. #733
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,908
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Honestly, they wouldn't have 'enjoyment' within their list of priorities when they decide to appeal to the wider playerbase to give those watered down roles a try to make DPS queues faster. Or they would have a very twisted or skewed view of how 'enjoyment' is from the healer roles specifically. Which IMHO not surprising at all if that's really the case.

    Otherwise they wouldn't have replaced that one healer tester in their team for getting 'too good' a.k.a. just starting to heal Extremes (paraphrased).

    It doesn't matter, so long the DF queues are filling and popping. Green DPSes are designed to make Duty Finder queues pops faster.
    (1)

  4. #734
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    657
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Im curious if they could even experiment with healer attack combos. Every class has their basic 123 besides bard. Could throw in a OGCD on a small cooldown as well. Its time to fresh things up Yoshi P
    (0)

  5. #735
    Player
    Laerune's Avatar
    Join Date
    Aug 2013
    Posts
    2,911
    Character
    Yu Zeneolsia
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Even if healers get more dps spells, won't change the fact that the real problem isn't our current tools, but the encounters itself.
    (3)

  6. #736
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Laerune View Post
    Even if healers get more dps spells, won't change the fact that the real problem isn't our current tools, but the encounters itself.
    In all honesty, it's a bit of both.

    Our wildly overpowered and bloated healing kits coupled with a surprisingly dry mp economy if you actually force healers to GCD heal makes getting a good healing requirement baseline an absolute knife edge with Medica 2 spammers falling off one side and spreadsheet enjoyers the other.
    (7)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  7. #737
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sebazy View Post
    In all honesty, it's a bit of both.

    Our wildly overpowered and bloated healing kits coupled with a surprisingly dry mp economy if you actually force healers to GCD heal makes getting a good healing requirement baseline an absolute knife edge with Medica 2 spammers falling off one side and spreadsheet enjoyers the other.
    MP management is one of the most terribly designed systems in this game. It’s shockingly bad.

    MP management is on rails—everything that restores MP is attached to a cooldown, meaning there’s a fixed amount of MP available during a fight. Most of your spells have negligible MP costs that resolve themselves, with the only real spell limited by MP being Raise. But if you somehow require a considerable amount of GCD healing, you cannot sustain that and there’s nothing you can do about it. Ethers exist, but I doubt most players even know that at this point, but even then the MP they offer is very limited as well, also gated by a cool down. The only thing you can do to modify MP regeneration is build piety into your gear, something you can’t do once battle starts, and offers literally 0 value if the MP gained from it isn’t required.

    I don’t know how a designer can think about that for more than 2 minutes and not see what an atrocious system that is.
    (4)

  8. #738
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ty_taurus View Post
    MP management is one of the most terribly designed systems in this game. It’s shockingly bad.

    MP management is on rails—everything that restores MP is attached to a cooldown, meaning there’s a fixed amount of MP available during a fight. Most of your spells have negligible MP costs that resolve themselves, with the only real spell limited by MP being Raise. But if you somehow require a considerable amount of GCD healing, you cannot sustain that and there’s nothing you can do about it. Ethers exist, but I doubt most players even know that at this point, but even then the MP they offer is very limited as well, also gated by a cool down. The only thing you can do to modify MP regeneration is build piety into your gear, something you can’t do once battle starts, and offers literally 0 value if the MP gained from it isn’t required.

    I don’t know how a designer can think about that for more than 2 minutes and not see what an atrocious system that is.
    The game actually once had a fantastic MP management system in HW SMN. But I think it was entirely unintentional on the part of the devs.

    You had Ruin III, which had a hefty MP cost outside of Dreadwyrm Trance, but it was higher potency than Ruin and you had the option to burn extra MP for more damage. Then you go into a cooldown period with Ruin casts when your MP is low. It was a fantastic balancing act, but it was very likely unintentional design, just like Tornado Kick MNK in SB.
    (2)

  9. #739
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,295
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Laerune View Post
    Even if healers get more dps spells, won't change the fact that the real problem isn't our current tools, but the encounters itself.
    No I think the lack of depth on the class is the main issue... The main part for healer is learning when people will and can take damage and be ready to heal on those parts, otherwise it's just spamming your one attack.

    One thing I suggest some pages back was giving options to spend the Job bar resources offensively, rather than being forced to wait for damage or overhealing with them...
    (1)

  10. #740
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    The problem I'm seeing with healers is they bolted this newer OGCD healing system that doesn't really care about MP onto what is left of a system entirely based around MP, so there's two ways to do healing and both are valid except in terms of dps output. WHM and Scholar aren't even playing the same game at low levels as they are at high levels.

    The rotting, seething corpse of pre-ARR white mage picked away by vultures, with shiny bolted on cybernetic parts stuck to it with lily scribbles all over and a few air fresheners so no one notices the smell.

    Also, remember people: They could have fixed FOUR jobs this coming expansion, but instead they fixed two and gave us Viper and Pictomancer. Imagine what possibilities could have existed in the wonderful alternate reality of fixing stuffs.
    (2)
    Last edited by Colt47; 01-22-2024 at 01:09 AM.

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