I'm fine with AST doing more with a sort of Synastry-esque general mechanic. That's fine by me. I just don't see anything more interesting in "I reload my turret-buff that makes me auto-Ruin when YOU punch (but I can't use this on hybrids)" than just using my attacks myself.
Again, I'm all for for buffs/debuffs. I just don't get why we're treating things like %Damage buff as if they had no skill ceiling or were super basic/banal... only to then suggest flat, unscaling potency with shallower, if any, available optimizations. We have low-hanging fruit dangling in front of us already. We needn't search a refuse pile for oddball novelty, especially if we're not going to be interested in its effect in practice.It’s not much so that simple buff/debuff/utility skills themselves can make healers enjoyable, it’s the way in which they could be utilised to create a healer contribution that ends up more ‘support’ oriented than the ‘direct personal damage’ we have now.
The hype of complexity that is purely on paper only lasts for a few uses, while complexity in practice has actual longevity despite typically being the more intuitive. We want a gaming exercise, I would imagine, not merely a reading (tooltip-deciphering) exercise.
If it had to be an ally-based self-buffing mechanic (generate buff stacks + link aura that triggers the expense of personal buff stacks), as per that original idea, then I'd at least want it to be more timing-sensitive, and ideally to offer further agency. That model definitely constrains that goal, though.
Now, if the AST itself could tap into the benefits of that "buff engine" and the AST had the ability to release up to n stars at once (where n is the number granted by the GCD, but the max might increase higher) via an oGCD action, for potency varied by some sort of match-up in the workings of that "buff engine" or from the target ally's actions, then I'd probably dig it.
By itself, fail-conditions aside, optimization for the earlier proposed mechanic would just be...
- "Use during downtime (including as early pre-pull as allow all to be spent before duration ends, or just 2 GCDs pre-pull as necessary for later raid-buff sync)",
- "Hit on CD (if any)",
- "Use just before raid window" (though this can generally be accomplished via the two above), and
- "Track MCH Heat (if there is a MCH)", "Influence party finder to ensure the presence of a MCH and/or MNK"
None of that, though, is unique to it; most would be found even on a GCD Earthly Star. And it includes far less consideration than a GCD Card, even of the current variety.
I would need it to outpace the optimizations available to a GCD ~12% Damage for ~20 seconds buff for me to feel any hype for that design direction.
I suspect it's possible, but I also wouldn't spend mechanics on it over a reworked Card system, if there'd be room/opportunity only to place them on the one or the other.
Of course, I meant that the ‘turret-buff’ in that situation could act as a vehicle for further interactions, synergies and interesting effects that can be leveraged in some way. Extra dps, buffs, debuffs, whatever. Not that it would work by itself in a vacuum.
I’m a bit confused on what you’re saying here. Who is treating %damage buffs as banal or boring? I thought the point was about moving healer dps from being so heavily personal focused to more rDPS oriented (i.e % damage boosts, fundamentally).Again, I'm all for for buffs/debuffs. I just don't get why we're treating things like %Damage buff as if they had no skill ceiling or were super basic/banal... only to then suggest flat, unscaling potency with shallower, if any, available optimizations. We have low-hanging fruit dangling in front of us already. We needn't search a refuse pile for oddball novelty, especially if we're not going to be interested in its effect in practice.
I don’t think it’s fair to call support effects ‘low-dangling fruit’ or ‘oddball novelty’ when nobody is actually asking for such things (besides maybe me lol). I always assumed when 90% of people say ‘support’ in ffxiv they’re specifically referring to rDPS type % buffs. I find using mitigation buffs fun too personally, but they’re not exactly the most needed thing right now, so I wouldn’t imagine anyone would want healers to be full of defensive oriented buffs either.
Right, but isn’t that why different jobs offer different playstyle? (or at least they’re meant to). Personally I’d prefer a playstyle that revolves more around understanding of how to tactically leverage a toolkit contextually as opposed to simply maximising personal dps relative to party performance. But I don’t see why that has to preclude another healer from being more about a consistently aggressive and/or reactionary playstyle that revolves around maximising dps rather than pre-planning and managing things like buffs or debuffsThe hype of complexity that is purely on paper only lasts for a few uses, while complexity in practice has actual longevity despite typically being the more intuitive. We want a gaming exercise, I would imagine, not merely a reading (tooltip-deciphering) exercise.
Last edited by Connor; 09-28-2023 at 07:48 AM.
hahaha
no. lol lmao
there should be ways to make healing fun that should be considered by the devs. admittedly DPS jobs put me to sleep. especially brainless ones like RPR and SAM. at least healer keeps me awake for the most part. maybe add one more damage spell to make it less monotonous and a couple of other things for WHM as an example, but there are ways people have suggested to make healing more fun.
...have you tried Black Mage?
Last edited by Jatoi; 09-28-2023 at 12:19 PM.
It's a combination of factors, really.
1- The mechanics are pretty easy and aren't that punishing for the most part. Just get out of the glowy orange and you're fine. It's why in Anabaseios, I was happy to see a roomwide bleed. I don't even play savage by the way and I don't see myself as some expert elite whatever. Healing being as boring as it is just a symptom of another, larger issue.
2- DPS also have been going through another problem themselves that is also a symptom. There has been an obsession with balance and I swear things are feeling homogenized. I feel like I am playing SAM while I play most other melee.
It's also not just bad balancing but also the design. Covering the issue up with having a healer get more damage spells won't solve that. It's imperative that healers do damage as I am of the camp that if there's no healing to be done, you better be slinging damage out. It's why I think healing should be more interesting and why I think it's a combination of iffy balancing and very meh mechanics. Mechanics that won't chase off casuals but will keep the healers engaged isn't impossible.
Oh god the tanks. Help.
edit: I thought I quoted you but I didn't. Sorry about that!
I've previously suggested that, since we have Misery acting as 'use healing to charge a damage move', what if we had 'use damage to charge a healing move'? It'd be great if SGE fully leaned into 'Augment Kardia to have extra effects/strength' gameplay, as I really do think that balanced correctly (potencywise), THAT could be the 'skillcap' of the class: trying to get to zero GCD heals used via the Kardia system.
But the idea also works for other healers. I've suggested a gauge for WHM that is charged by casting Glare, Dia or one new damage button on a 15s CD (or by healing, for the 'healers should focus on healing not damage' players). And using that gauge lets you cast a powerful instantcast AOE heal, which also has it's own 'Misery style' damage refund, so it's damage neutral. It's a very simple gameplay loop that fits well (imo) with the level of simplicity that WHM currently holds, like look at the gauge we currently have, you could just have Solace/Rapture share a charge time of 20s and give them a shared pool of 3 charges. That's the current WHM gauge. It's so empty right now that I don't feel remotely bad about suggesting an extra element for it.
Then I'd add 2 DOTs to SCH and rework AST cards to have unique effects again, all dealing damage but with different ways to deal that damage such that you'd want to play certain cards on certain roles, not this melee/ranged split rubbish. The problem is, I went about my ideas with the specific idea in mind, make something 'that won't chase off casuals but will keep the healers engaged'. But even what I came up with, while aiming for that goal, is 'too much complexity' for you-know-who. It's shouldn't be impossible, but some people are so galvanized in their opinions of 'we MUST make the solution be that healers heal more!' that they get caught up in their own fervor, and don't actually consider the butterfly effect of things. Like how much extra healing would be required to pressure more skilled players, how much we'd have to kneecap OGCDs to make GCD healing be 'actually required', or my favorite from catching up on this thread:
Which would damn every 90 or lower piece of content to being 'just as boring as it is now' for me and players who have the same opinion on current healers as me. Requiring 500% as much healing from the player in the level 100 EX roulette means dick if the 70-90 dungeons are all still asking for the current amount. We've seen what happens, from Abyssos, when the 'healing demanded of the player' suddenly spikes: players quit. And I've said many times: if we only have one chance to make a solution that creates a noticeable impact, to get SE to think 'okay we might be on the right track here', it's gotta be a solution that affects every level of content, because 'people who have some degree of skill at the game are finding EX roulette kinda boring' is the issue at hand and all the suggestions to make 'more healing needed' either makes casuals more likely to fail (SE won't want that), or is not enough of a jump up to pressure veteran healers. There's no overlap on the Venn Diagram here, it is two distinctly separate circles.
There is no magical amount where 'casuals won't be affected too much' AND 'veterans will find it challenging' for a solution like this, I fear. As it stands, I can heal a pack of trash in EX roulette on SGE with Krasis, Physis, Kerachole (Taurochole when it falls off), and potentially one of my other four skills as a 'top up', from Holos, Haima, Panhaima and Soteria. Increasing required healing in a pull to, what I perceive as, the theoretical maximum increase before you hit 'casuals are going to struggle now', will ask me to use two 'top up' skills. Okay, so one pack I'll add with Haima and Soteria, the next I'll Panhaima and Holos. What changes? For me, basically nothing, I can still OGCD the pack comfortably. It's not a 'solution' if it doesn't solve anything
Sorry, I should have been clearer that this doesn't refer just to this one thread.
There's been a trend across the healer forums of considering how we could replace percentile damage buffs (and buffs that are essentially percentile damage buffs) on the basis of their being dull or difficult to balance with other options... usually only to suggest options that have far simpler and less contextual of optimization and for which the difference between their categorically best and worst targets would be significantly larger.
Low-hanging fruit is generally a remark that something is an obvious choice to go for. Again, I think they're a good idea, and an obvious way to deepen downtime actions without necessarily focusing just But at any rate, neither was commenting on support-effects as a type of action. I meant only to point out that there are more obvious choices that are more intuitive yet have higher (more contextual, more awareness/knowledge-rewarding) optimization ceilings.I don’t think it’s fair to call support effects ‘low-dangling fruit’ or ‘oddball novelty’ when nobody is actually asking for such things (besides maybe me lol).
Same. I say all this largely in interest of that.Personally I’d prefer a playstyle that revolves more around understanding of how to tactically leverage a toolkit contextually as opposed to simply maximising personal dps relative to party performance.
Likewise, same. I do think, though, if any healer were to be a bit more focused around team-dynamics-aware buffing, it would be AST. (Well, maybe SCH instead if those two jobs had been introduced differently and SCH more based around its "tactics" flavor, but you get what I mean.)But I don’t see why that has to preclude another healer from being more about a consistently aggressive and/or reactionary playstyle that revolves around maximising dps rather than pre-planning and managing things like buffs or debuffs
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