You are not going to rework the game into removing the damage gcds on healers and stop parsing culture 10 years into the life of an MMO, accept what is there and work with it.
You are not going to rework the game into removing the damage gcds on healers and stop parsing culture 10 years into the life of an MMO, accept what is there and work with it.
Last edited by VerdeLuck; 11-27-2023 at 04:01 AM.
I don't entirely disagree.
The thing is, there is no consensus.
For everyone who wants more damage actions there's probably a person that doesn't, a person that wants more healing actions, a person that thinks we have too many healing actions, and some poor guy that likes things as they are and doesn't want any changes, and yet another person who's entirely ambivalent. "shared enough" is a difficult thing to establish. If 5% of healers wanted more DPS actions, would that be sufficient to add more? To one healer Job or all of them? What if it was 10%? 30%? 50%? But what if 5% did not? Or 10/30/50%? Do we have to make such changes to all the healer Jobs at the same time? If, for example, we decided to add two more healer actions or so, would we have to do so for all healer Jobs? Could one get 3 and another 1? Could one get 0? And what of people that don't want more actions but rather want more interactions, like wanting a Diacloud proc that, when used, refreshes the CD on Tetragrammaton?
My concern is more that what some people want isn't what everyone wants, so solutions that just do that while leaving aside the stuff that really needs changing aren't good ideas. At best, they make no improvement to the situation, and at worse, they make it worse than it already is. As I say, I don't like DPS rotations when I play a healer. Some people do, some people don't, so a solution should have something for both. If, for example, they just put another DoT on all healers that had to be refreshed every 4 GCDs, I think that would be a worse situation than what we have right now. To some, they'd like it better, others would think it worse. Which isn't to say doing so on a healer or two is bad, but it is to say that doing it on all of them is bad, especially if there's no actual work on any of the rest of the problem. That's the entire crux of my generally proffered idea, too.
But at the least, we aren't going to get universal agreement, and we don't really have a good way to get a general feel other than "people don't agree". If even not everyone agrees that healing is a problem, it's hard to rally around a solution. Especially one that only satisfies one subset of the whole.
Fair?
Yeah, I agree it is...odd. I get not wanting a single point of failure to be healers in casual content, but we have so many and such powerful GCDs, that shouldn't even be an issue to begin with, and if the other roles aren't treated that way themselves...well...
SOME people.
Though I don't even think the part about choosing healing or damage is true. It's a pitiful bit of optimization, but high end SCH players swear by Energy Drain working off just that kind of question.
How is stating what seems to be true "fear/paranoia"? Around half a dozen people have said they don't think the healing side is the problem, but most everyone else seems to agree it is.
My problem with Ty's statement is what I said.
And if we're going to ask for incremental changes, why not ask for incremental changes to the HEALING side instead of the damage side? Especially since the damage side changes you suggest are NOT universally recognized as positive?
Very much so. It's part of what led us here, and part of what is keeping us trapped here: Treating healers as "green DPS" instead of a distinct role with distinct objectives and mechanics.
100% agreed.
Lilies already work this way, and WHM is the most played healer in the game by all the data we have. Clearly it's doing something right.
(For those thinking it's iconic and starts at level 1 - sure...but Black Mage is also iconic and starts at level 1, but is the least played of the Casters by the playerbase overall, and even an often distant second behind SMN for raiders. WHM being most played DOES indicate it's doing something that appeals to a lot of people.)
This kind of thinking is why we have the problems we have.
Last edited by Renathras; 11-27-2023 at 06:07 AM. Reason: EDIT for length
Unless you're a WHM, in which case no matter what mechanic it is, it goes in the Rapture slot
Exactly, what if they take, say, the whole of 7.0 to get data and implement a change for 8.0, only for it to suck and be somehow worse than what we have now? I'd also rather have small, frequent steps towards a solution so that if one step is 'not good', it can be iterated on sooner to treat the problem before it gets compounded on.
Well, I did post such an idea, but certain people really don't want to have any extra growth for WHM (unless it's yet another healing button that is surplus to requirements). Also it'd be a GCD healing tool, with a refund, like Misery, that way WHM would get an identity for once: compile all your 'damage refunds' and blow everything in raidbuffs
Additional healing changes will likely be very binary, just like healing itself: either it's enough to shake up the way we play, or it isn't and we carry on as normal. It will be very hard to 'notice' the change, leading to people potentially asking 'wasnt healing meant to be getting harder? When was that meant to happen'. Couple of extra buttons in the damage rotation is immediately noticeable as a change, as evidenced by the fact that the mere thought of it occurring causes such contention. And it would open up more design space for new interactions, than another healing skill would allow for, in followup patches (assuming SE actually did iterate, instead of 'rest on laurels'). For example, in one patch they add a new GCD to WHM with a 15s CD and reduce Dia to 12s, then next patch they say 'ok now people are used to that, here's a new system that plays around those previous changes: a healing tool that is charged by using those damage skills'. It wouldn't make sense to add the healing tool and it's associated gauge before the things that build said gauge, would it? Instead, it'd be made into another boring bland 60s CD, and we'd be back where we are now
Or for AST, changing Major Arcana to have the unique effects I mentioned, and if 'the cards all deal damage, but in different ways, and this allows them to have unique tertiary effects like mit or MP restore' goes down well with the players, then they can then move on to the bigger change of reworking Minor Arcana to be interesting in similar fashion
Given the state of the game, I feel like it's easier to have more complex DPS kits for Healers; but my personal preference would be to have more complex healing kits with more damage going out.
Yes, and you prove my point. Abyssos was so sudden and such a big jump in 'extra healing needed', albeit in the 'wrong way' design wise, that it was the 'enough to shake up the way we play' side of the binary. Unfortunately, the 'shake up' for an alarmingly sized portion of the healer base was that they would be doing the fights on a different role, or not at all in some cases. If we go by the assumption that SE would gradually increase healing required over time, so people can acclimatize, then there will be several patches of 'this is not enough, it still feels the same', followed by a sudden 'actually wait this is too much go back' when it turns out they overshot it
Having the buttons there that you don't use, might well prompt some players who think they wouldn't use them, to use them. Doubly so if SE attaches additional inter-connectivity to them. Holy Might has more potential than Diacloud, IMO. Diacloud, without a Sharpcast equivalent, runs the risk of people mistakenly believing they'll get a proc before the natural reset is demanded, and thus forget when the DOT will fall off, leading to much higher amounts of DOT downtime by accident. If people manage to have issues with checking to see if Dia needs refreshing when it has a static 30s duration (spoilers, I'm one of them sometimes), then it's going to be awful when the 'time until next refresh' keeps getting reset early, and doubly so if your reset is meant to be done naturally during a movement phase in current game. The same could be said of other designs, but this Diacloud one would lead to big big damage losses by comparison.
I don't remember timeS, plural, when they added more damage buttons to a healer, and people quit because of it. I only remember times when one damage tool was replaced by another (eg your comparison of Aero3 and Misery), and times when tools were removed. In fact, the one time I remember when a tool WAS added to a healer, it was immediately after it's removal (Energy Drain) and it was the removal, not the readdition of the skill, that caused the exodus. I do also remember great reception to Misery, even in it's 'not damage neutral' form in SHB, to Purgation in 6.1's trailer, and to SGE's entire reveal, both the sneak preview video (the one in Gubal Library) and the job actions trailer, where they used 6 different 'attack skills'.
Last point, probably true, but then again, that's why I did not just suggest damage buttons for WHM. If everything I asked for got implemented, it'd get a new heal, two new shield buttons (one ST for the TBs, one AOE for raidwides), a 1min mitigation to compete vs AST's bubble, multiple changes to lower levels to make gameplay there feel better like making Rapture level 70 (so it can be used in ultimates, the mobility diff of WHM vs AST in UCOB is disgusting), making Medica 2 cause Cure 3 to have halved MP costs for it's duration, removal of Cure and Medica1 once they've outlived their usefulness in levelling, a lower level version of Misery to get people into the swing of the Misery gameplay earlier, and Divine Seal as a healing throughput CD from level 40 onwards (evolving into Temperance at 80). That's a lot more stuff than just 'more damage buttons', it's asking for a more well rounded kit that has room to breathe and grow going forward
Neither, just a s**t-ton more incoming damage. It's boring because you're not healing much.
As someone who's healed in MMOs where MP concerns and incoming damage mean that you're spending 70+% of your time spamming a certain healing button, spam doesn't inherently feel better from its moving bars up instead of down. Filler/fallback spam is spam, regardless of it's putting out damage or healing. Interrelated decision-making tends to be the key to letting even a small kit feel engaging, but XIV heals are just not set up to be capable of that no matter how high you crank up healing requirements, especially without the competing offensive soft-CDs and MP concerns we used to have (which were themselves useful mechanics only because we still had MP enough and low enough damage intake to actually allow for those trade-offs and variety in button presses).
Strong disagree on "70% of of your time spamming a certain healing button," because a lot of incoming damage often requires switching up tools and making decisions on throughput vs efficiency, using procs, using mitigation, deploying cooldowns, building resource layers, etc.
And it's way, way better than spamming glare or broil or whatever for more than 70% of casts. People who play this game like to pooh pooh actual MMO healing, then go back to hitting that glare key like a woodpecker.
There are a considerable number of options in some other games, such as skill trees or similar features, that do not exist in this games, which support multiple choices and styles of "MMO healing" so if I'm likely to "poo poo " anything, it's healer design decisions such as the skills that were removed in this game, so now you see how the designer's changes to healing job design interact with encounter design, and healers making use of one of 2 skills in downtime isn't their fault.
Agree by the way that constantly spending 70% of your time healing is not really interesting, it's more interesting when it's thrown in for intense periods.
You don't need skill trees if execution is challenging. The choices are on what tool to use when, not on how your character is built.
Again, I'm floored that people think that adapting their healing to different stimuli is "not really interesting," but glare spam is "super fun yeahyeahyeah." It's like healers in this game have Stockholm syndrome. If DPS spent 70% of their time spamming a buff button because the bosses could only absorb X damage per minute, would players similarly be placid?
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