
Originally Posted by
Aravell
I'm going to...
Right right, but what I'm saying is, some of the people asking for more DPS buttons HAVE staked out a position opposed to increasing healing requirements. Not all, but some.

Originally Posted by
fulminating
To Ren,
You have doubtless been in a 20 minute expert dungeon...
I feel like I've said this before...
Are we talking about dungeons or Savages? No one is saying that dungeon bosses should be two/three-shotting party members left and right (ironically, this is closer to what we have - if players fail 2-3 mechanics in a row, they tend to die because of vuln stacks, it's just extremely easy to avoid this with current encounter design). I'm talking about Extremes and Savages, where Enrages exist.
The problem with upping damage is it makes high end content inaccessible to people that DON'T want to engage with the now larger damage kits. So it DOES affect those players who like the current kits since they have to change to do the content even if they're already clearing the content under the current paradigm. That's taking something away from them and not benign.
Conversely, trimming oGCD healing prevalence and increasing healing requirements (frequency, not potency, of incoming damage - this increases damage taken overall, but in a way most people want; Barbarecca Ex vs Rubicante Ex, Rubi does more actual damage, but it's spaced out and mostly in big hits that one-shot mistakes, while Barb's damage is more normalized across the fight) on the high end doesn't carry the same risks. "But people are still bored running dungeons!" Let's be real, "another button and maybe a timer" isn't going to make the people bored with 4 mans suddenly excited and engaged by them. I don't think that's a realistic argument. "Better than now" has a tendency of just being the thing people are complaining about instead in about 6 months.

Originally Posted by
TheDustyOne
I'm gonna stop you right there and point out the problems with the comparisons...
I did say it's not a perfect 1:1 comparison, did I not?
What I did point out is that there's already a near parity in terms of total abilities related to damage. The point is, the argument shouldn't be "we need more damage buttons" and should be something else, like interaction of abilities.
Suppose, for the sake of argument, the Lily gauge was changed a bit. Instead of the Blood Lily being just that pink flower, you get a Faerie Gauge. Spending Lilies gives you 10 gauge. Misery costs 30 gauge to cast. Glare gives 2 gauge per cast (10 per 5 casts or roughly every 15 seconds on average considering you use Dia/Solace/Rapture, or 40 per minute). Dia gives 1 gauge per tick (10 per 30 seconds of duration, 20 per minute). If you wanted to be frisky, you could do a few more things like PoM giving you a free Assize use without triggering the CD or reducing Misery's gauge cost by 10, or Thin Air doubling the gauge generated by the next 5 attacks or whatever.
No new damage buttons have been added, but now all your GCD abilities seem to be feeding into something, giving the kit cohesion. In practice, you can use Misery more often as a movement tool, but you can also save 90 gauge and 2 Lilies and try to offload 4 Misery in a PoM/burst window. It ups the skill ceiling a bit while changing basically nothing else.
(Also, do people actually track Infuriate? It's "don't overcap". People aren't actively thinking "If I use two Fell Cleaves here... <insert meme of woman with the chalkboard equations overlapping the image>" big brain stuff. It's "Infuriate is less than 10 sec before overcapping 2 charges, time to burn one" for most (all?) players. "It's more than WHM has" isn't really a valid criticism when it's not a thing at all.)
But yeah, the point being, the difference between WAR and WHM isn't really in number of abilities, it's in interactions of those abilities. Though I do think it'd be nice to cut PoM's CD to 60 sec. I'm with you on that.

Originally Posted by
Mecia
Right but how many ''i want to heal not DPS'' people do content outside of DF?
And how many do?
Sides, again, my position is the 4 Healers Model. Then people that want a complex DPS rotation on a healer have access to it (SGE, for example) while those who do not want it have access to that instead (WHM, for example), leading to both groups being happy at the same time, yeah?

Originally Posted by
ty_taurus
In order for White Mage to be on Warrior’s level...
I like my idea better. Everything costing 50 gauge is boring. Ironically, SCH had the right idea with ShB Fey Blessing...so of course they removed that.

Originally Posted by
UkcsAlias
For all healers...
And parties can always slow down to doing single pack pulls if a pull is too much. That option always exists if things are too rough. Until we became overpowered due to sync and abilities, there were a lot of dungeons in this game where parties DIDN'T do wall to wall pulls unless they had VERY good tanks and healers, as well as solid DPSers to burn the mobs before the tank/healer ran out of CDs. That was considered entirely normal. And when they did bigger pulls, the healer would be devoting far more GCDs to outright healing the tank.

Originally Posted by
Aravell
Why are people so opposed to a balance of the healing and damage kit? It actually would benefit both sides, reducing the healing kit by expanding the damage kit also means the healing kit would have to become more creative as there are less buttons to just dump raw potency with no interactions on.
People not wanting damage rotations aren't opposed to balancing healing and damage - we do that right now. If the party needs healing, I need to throw a Medica/Cure 3 instead of a Glare. Indeed, many of us are fine with this and actually prefer this BECAUSE the damage rotations are simplistic. I hated Cleric dancing in HW. When they simplified the damage kits in ShB, I felt far better throwing Glares and Dia upkeep than the HW incarnation. This was, in fact, what Yoshi P said their goal was. It succeeded. People who didn't feel good with swapping/filling with damage in HW and SB felt good doing so in ShB (and EW). Mission accomplished successfully. There were FAR more "Cure/Medica spammers" in HW and SB than in ShB and EW since in the latter, transitioning between healing and damage is seamless. When healing is needed, I can cast heals, then I can go back to casting Glare when healing isn't needed. No wind-ups, no broken combos, no dropped doublecast mechanic. It feels good and it's smooth, so people do it. People that, before, were worried about their tank dropping so would keep them targeted and cast Cure over and over feel they can cast Glare and apply Dias BECAUSE the damage kit is simple.
If the damage kit becomes complex, that mental calculus shifts. You have the people that get locked on their damage rotation not healing enough (sort of the "I'll raise you when my melee combo is over!" effect that RDM has), and on the other side of things, people worried they'll get too focused on their damage rotation. I remember one night probably being a BIT too sleepy to do a 4 man but doing one anyway and apologizing to the tank (who thought it was hilarious) that I got a BIT too lost in the moment of Holy spam under PoM trying to burn a pack down. More involved damage rotations make that risk higher all the time. So the result is (what I did then, too) stepping back and focusing more on healing and doing less damage.
In this sense, players balance healing and damage BETTER when the damage kit is slim. The more involved the damage kit becomes, the less people will throw rocks between heals. The people who want more DPS will do more of it and love it, but you'll start to see a lot more "curespam" healers in DF if you make the damage kits more complex, counterintuitive as that may seem to you.
This is, again, why I think the 4 Healers Model is the answer, btw.
Then you DO get some healer Jobs where you have more damage and less healing buttons for folks like you, and some that have more healing and slim damage kits like now for folks like me. Everyone wins.
To date, there's only been one good argument against this - what if people like aesthetics of the Job that doesn't have their preferred playstyle - but (a) this would be an acceptable sacrifice compared to the alternatives and (b) more importantly, this is already true for other roles and for all MMOs; suppose someone likes melee combos but likes BLM's aesthetic, they're SOL since BLM isn't ever going to get a 1-2-3 combo. No other role is held to that aesthetic argument, so holding healers to it makes no sense and it stifles design anyway since, taken to the logical conclusion, it would
require that all four healers always have
exactly the same rotation.
The 4 Healers Model honestly is the best way to address the overall problem - especially if we are dead set against changes to encounter design being possible, but also if we do both.

Originally Posted by
AmiableApkallu
This is simply untrue, as anyone who's cleared an Endwalker extreme can tell you. They all have enrages. They're all clearable with multiple deaths, which is most definitely not "negligibly different damage" from optimal. Same for P4S. Extra ilvl goes a long way.
Now, perhaps the story is different for week 1 and min ilvl runs. But if someone doesn't want to give themselves the advantage of extra ilvl in content that has an enrage and tight DPS checks, then I'm fine with, "git gud." (And the only content where extra ilvl isn't really an option is, what, current Ultmates and the final savage floors?)
If you have a static of good players, sure. If you're doing stuff in PF, that damage is relevant. And if it's not relevant, then why do you need to do more for doing the "git gud" rotation?"
Also, I reject the idea of changing a Job to be different then calling people who opposed the change "bad" when you robbed them of what they had before. It's like the reverse of SB-ShB SCH and ShB-EW SMN. Changing Jobs out from under people is bad. Changing an entire role out from under people without giving them recourse is worse. We've already seen every major Job change other than MNK's latest one (which WAS disliked in the initial stage of 5.4) leads to people being angry, not happier. The only exceptions are MNK after the second stage (people hated the initial transition) and debatably SMN which is way more loved now by more people, but also ABJECTLY hated by a lot, and the change was making it simpler (not more complex) to make it more popular. All the other changes, both making more complex and making more simple, have led to alienation and middling to bad receptions.

Originally Posted by
Mecia
Either wilfully ignorant or asking with a straight face for changes so big they dont even understand.
Unless he would rather they stay as they are in which case agree to disagree.
Not sure I understand.
My personal idea is for ONE healer Job to stay as it is now (probably WHM since there are a lot of reasons for it - it's already the most straightforward healer, it already has Lilies/Misery, starting at level 1 makes sense for it to be the most straightforward for new healers, etc etc; the main thing as I said above would be changing the levels you learn some things) while changing the other three so they aren't "WHM with different visuals" and each have a different rotational focus. Then, players can pick the one that resonates with them best.

Originally Posted by
Sebazy
...
Petty as ever. Don't ever change. <3
Also, if it somehow eluded you to this point: There are other people that think like I do. And I've never claimed to be a silent majority. What I do claim is to not be the ONLY person saying/thinking what I'm saying. It's you guys insisting no one disagrees with you, or if anyone does, they're ignorant and shouldn't be talking anyway.

Originally Posted by
Sebazy
What's the amount of damage being dealt got to do with this? Is that a Ren goalpost shuffle I see coming? It's about making dealing the damage more engaging. Not dealing more damage sir.
My god, the bad faith with you. I will just say this:
If you make a more complex rotation such that DOING WHAT WE DO NOW (Dia once per 30 sec, Glare filler) DOES NOT DO THAT SAME DAMAGE, then that means DOING WHAT WE DO NOW does less damage, yes? That means doing the change DOES MORE DAMAGE vs someone, after the change, continuing to play AS THEY DO NOW.
You're smart, Sebazy, smarter than that, anyway. So I can only assume you're heckling unless you're just that willfully obtuse...
The rest I won't dignify with a response. I'd ask you to be better, but I fear at this point you lack the capability.