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  1. #281
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by KisaiTenshi View Post
    Yoshi-P mains a lalafell White Mage, snip.
    Sorry, I had a difficult time taking the rest of your post seriously after that sentence.

    Then your last sentence is really the piece de resistance "Can you blame someone for wanting a "healer" job actually require the HEAL part? All these people gnashing their teeth and wanting more DPS, don't want a healer, they want a green DPS that does everything poorly."

    Say what? What a genuinely strange way not only of getting your point across, in a very disturbing way, but not even a realistic reflection of various viewpoints. If you genuinely want to have a discussion, perhaps less dramatic effect?
    (11)

  2. #282
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Niroken View Post
    Cleric Stance was far more punishing if you had a little lag. I remember times when I had to press it twice to remove it on occasion. This is something they could fix pretty easy instead of removing it outright though.
    Bit late on adding this, however what you mentioned did happen to me - initially that was problematic, after a couple of-umm- shall we say sad events, I quickly learned how to adapt- my comment was more to do with issues on communication and planning ( when necessary) who would reside in CS, and who would tend not to be in CS. Some healers preferred not to use it, I was quite comfortable switching as needed. A little communication was all that was needed (usually).
    (1)

  3. #283
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Akonyl View Post
    so they made harder healing checks in that fight, so for p8s they tuned the healing up. That tier became pretty well known for it being hard to find healers in PF, because so many got exasperated with the difficulty and just left instead.
    After completing P4 I actually stopped playing and healing because I was getting tired of the broil spam. I tried again as a DPS back in P9 but our WHM hurt her hand and we had to stop progging after completing P11.

    I wonder how many played through the first tier and stopped playing, contributing to the lack of healers for the next one.
    (2)

  4. #284
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by GrimGale View Post
    After completing P4 I actually stopped playing and healing because I was getting tired of the broil spam. I tried again as a DPS back in P9 but our WHM hurt her hand and we had to stop progging after completing P11.

    I wonder how many played through the first tier and stopped playing, contributing to the lack of healers for the next one.
    My entire static did besides me and maybe one dps after P4S and some super short DSR prog. I continued pugging P5-P11S but got so bored of the mediocre tank gameplay that I couldn't even be bothered to finish the tier, if I played a healer I most likely wouldn't have even made it that far.
    (2)

  5. #285
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,363
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I also quit in 5 on my main (but continued with my alt) because 1-4 was so damn boring
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  6. #286
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Striker44 View Post
    I'm kinda confused how you could be confused lol. Your claim (which I directly quoted) was "healers have a range of powerful damaging spells" and that the FF series "promoted healers dealing damage when healing wasn't required." I showed repeatedly how healers did not have a range of spells, but rather one single damage spell in most games of the series. Furthermore, given that even said single spell typically isn't learned until very late in the game, for most of the game white mages have no damaging spells at all. The cherry on top is how, even once learned, that spell usually cost so much MP that you could only cast it a few times (without even counting how it would interfere with your ability to heal), you weren't going to be casting it much. In every way possible, white mage/healer characters in the FF1-9 games had few options to deal damage and weren't intended to be DPS'ing when they weren't healing. The *only* exception to that seems to be FF3, where they had one single spell you could spam if desired (which I subtly alluded to how healers work in FF14).

    What of course is being left out of this is that healers had a whole slew of *support* spells in these games (various defensive spells like protect/shell, dispels for various statuses, haste/slow for allies/enemies, etc.). What healers *were* intended to do when not healing was cast support magic to provide buffs/debuffs. What they were *not* intended to do is deal direct damage.
    Many North American players never played FF1-3, or only played the Pixel remake, which standardized all the combat. The Pixel Remasters are "easier" than the original versions, but 1-4 are even easier than the Japanese versions were originally.

    In the first game, the original MSX and Famicom versions, you could only learn 3 spells per level, and could not unlearn spells. The "DPS" spells were "Dia"/"Harm" at level 1, which only worked against undead, Diara at level 3 (undead), Diaga at level 5 (undead), Diaja at level 7 (undead), and Holy (unaspected damage AOE.) You had to rest at an inn to recharge uses. In the later remakes they switched this to MP. Damage in the original version was something like "random x level of spell", since the White mage only had "Holy" that could damage anything, and you didn't get that till the very end game, you were not going to waste spell slots on "Dia" when the other buff's and cleanses were far more useful. Or you could be a player that prefers to buy items and save your casts instead.

    The second game The white mage only has "Holy" and "Ultima". Both only obtained near the end of the game (Literately you can only buy Holy when you're looking for Ultima, and is the most expensive spell in the game.) Or you can get it from Tiamat in Pandemonium as a random drop.

    FF3 has an explicit "Job" system depending on which version you are playing. Aero is level 2 and does wind damage, Aeroga is level 6, Tornado is level 8, Holy is level 8.

    FF4, doesn't have "defined" jobs (as only Rosa and Porom are actually "white mages" in the role we would think of a white mage, while Tellah and Fusoya are technically "Red Mages", and Cecil becomes a Paladin that can cast white magic. Rydia loses white magic when she comes back in favor of summoning.) Rydia has no white magic DPS. "Holy" is the only white magic DPS spell, and can only be cast by Porom and Rosa.

    FF5 has explicitly defined "jobs". Again the only DPS white magic spell is Holy at level 6. Red Mages can not access Holy.

    FF6 has magic defined by equipped magicite, All characters can cast all magic if you let them, However Terra and Celes are mages as they automatically learn magic. Terra learns Fire (3), Drain (12), Fire 2 (22), Fire 3 (43), Holy (57), Graviga (75), Ultima (99). Celes learns Blizzard at level 1, Ice 2 (26), Ice 3 (43), Flare (81), and Meteor (98). Everyone else needs to learn Holy from Alexander. There is no "Dia" spells.

    FF7 has magic defined by equipped materia. "Holy" is a the mcguffin of the series. There is no white magic DPS.

    FF8 has the draw system, any party member can learn any magic if they draw it. "Holy" is found late in the game, but it's not the most powerful magic, and difficult to acquire. I could write a whole page on how FF8 magic is a confusing mess. Usually players don't rely on magic in the game, and you want to draw 100 of everything from every monster when you first see it in order to cast the most powerful version of DPS spells. FF8 has a "Holy elemental" effect. Selphie can randomly cast it with her limit break.

    FF9 returns to FF4-style jobs. The only White mage DPS is Holy and only Eiko/Beatrix can cast it. Holy can only be cast in late endgame.

    It should be pointed out, that the only "DPS" a white magic user can do in FF1-9 other than Holy is to use restorative magic on undead, which is basically what "Dia" is in FF1.

    FFX and FFX-2 take a different direction. In FFX, the only white DPS magic is "Holy". In FFX-2 there is a specific "White Mage" job, which again, Holy is like at the end of the garment grid. FFX is closer to FF6 in this regard, as anyone can learn anything, however it's going to involve a lot of grinding if you want Holy on anyone other than Yuna. In FFX-2, it takes a cue from FF5 and does "Job" dress spheres, that allow the character to change jobs, even during combat. But that is a time cost.

    Before that point, Squaresoft has never developed a MMORPG.

    The common theme here is that "White Mage" only ever had one offense spell. "Holy". Aside from using cure to damage undead/zombies, or raise/life to insta-kill undead, the white mage was not intended to "DPS". They were there to keep your party alive, and unless you grinded in place in a FF game to get to the point where you didn't need to heal (Which was one of the strategies you could do in FF, and several other CRPG's) at all, if you didnt' have the White Mage in the party you were stuck with using potions, which were very expensive, and some items like x-potions and elixirs can't be bought. You can't "spam elixirs" to make defeating the final boss in a FF game to avoid using the healing magic unless you spent a lot of time farming those rare drops.

    What has happened in 14, is that initially in 1.0 there was an entirely different direction (Conjurer had 68 abilities, Thaumaturge had like 52 or something) But the original conjurer was basically all elemental magic, and the Thaumaturge was all status effect magic (Dia was over here.) 1.20 all this stuff got re-arranged and we lost like 90% of the stuff that was originally in the game so it would "better align with what players expect of the White and Black mage"

    Hence every time we have this argument from players who want more DPS on the healer... have clearly not played any other Final Fantasy game, and indeed players that come from WoW often complain that the game isn't faster with instant gratification, they decry having to sit through cut scenes. There is a lot that can be apologized for in the original 2.0 release from trying to bring back FF1-style jobs that were based on Wizardry's mechanic (where you have to level two jobs and then switch and take 1 or 2 skills with you,) to making the MSQ dungeon's an hour long. Nobody is saying these were ideal. But the way we've gone about asking for fixes and what the developers have gone about fixing it, is at odds.

    "Fix dungeons" we ask, "Make dungeons shorter" is what we got. Nobody asked for the 1.0 dungeons to be nerfed for 2.0 and then further nerfed. Are they better now? I'd say they were more interesting before, but boring to repeatedly have to do. Since there is no progress saved when you explore a dungeon, it's better to have the dungeons shorter. The Thousand Maws of Toto-Rak is such a shallow imitation of what it was originally, but having to repeatedly do things you did in previous runs gets boring. They could have made these more interesting by having different, shorter, paths through the dungeon if you have different jobs in the party.

    "Fix healers" we ask, "make healers redundant" is what we got. Please, considering the 20 other spells that have been a standard kit of the white mage in 7 other FF games, it begs the question of why they removed Protect (protect from physical damage,) and Stone Skin. Then never had Silence, Mini, Confuse, Blink, Shell (protect from magic damage), Reflect. Part of that comes from people insisting on "using all their buttons", thus making things harder. People keep wanting to do content with no thinking.

    Take for example, Reflect. There is a strategy in several FF games where you cast Reflect on yourself AND the enemy, and then cast destruction magic on yourself. How would you pull this off in a party? Cast Reflect on the monsters, and then all the caster DPS will be unable to cast, thus ensuring the party gets mad. Cast it on your own party, and self-heals will heal the monster, thus ensuring the party getting mad.

    What about casting mini or silence on the monster? Surely that's non-controversial? Well, where have we seen mini in the game? Cerberus and Gilgamesh. There's many places where the enemy can cast a status effect that we can't cast, and we can't cleanse. The majority of the magic white mages had in previous games was to either shield a certain attack, or cleanse a specific debuff. All that got folded into Esuna, and we don't even get to use Esuna very much. Where are the fights that cast petrify, confuse, or mini on the party that you HAVE TO cleanse. No all these drop off after a few seconds, we don't get to do that.

    Players asking for the healer to have more DPS actions, don't realize that the "White Mage" in FF games, the healer only has ONE DPS attack, it's an AOE, and it uses ALL MP (which is in fact, how it worked originally.) Scholar only exists in one other FF game, FF3, and the only ability they have is "scan" (weaknesses) and "peep" (reveal remaining HP.) That's where the "tactician" identity in 14 comes in, but the rest is wholecloth invented for 14. We can't have healers work that way in 14 because that would be even LESS FUN, where the healer basically just isn't allowed to do anything except be a DPS bomb because of the insane way people prioritize DPS numbers rather than completion/clear of the duty.

    The truth is, people who know the identity of healers, want healers to be the healers they are in other FF games, not turned into "Extra DPS" roles. I'd argue that this continued insistence that the healer "prioritize DPS over Healing" is giving the wrong message to the developers in their telemetry tracking. Healers are being forced to DPS at gunpoint in content because the content doesn't contain enough sustained damage bleeds or things to cleanse.
    (1)

  7. #287
    Player
    Cervani's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    55
    Character
    Kanai Hana
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by KisaiTenshi View Post
    Many North American players never played FF1-3, or only played the Pixel remake, which standardized all the combat. The Pixel Remasters are "easier" than the original versions, but 1-4 are even easier than the Japanese versions were originally. - snip
    You also forgot FFXI, which was SE's first foray into the MMO genre. It released between FFX and FFX-2.

    That being said, FFXI WHM and really any other healer followed the same formula as FFXIV does. WHM for example has Dia and it's damage spell Banish, with Holy at lvl 50. What made FFXI unique in not pigeon-holing healers is the sub job system like they had in FFT. The SJ system was a trinity system killer in and of itself, as it allowed any job to become a healer, a tank or a dps.

    Lets use WHM as an example. Sub BLM, and you get access to "most" of the black mage spell kit as well as some of it's traits. Sub NIN, and you become a shadow tank through the use of Utsusemi as well as various damage and enfeebling ninjutsu. Take this a bit further with some of the insane weapons they had in FFXI, the Kraken Club being a massive one. A low damage club at 11 damage with a special ability of "occasionally attacking 2-8 times" on each attack. Thing is, the club was absolutely insane with it's procs, and weaponskills in FFXI were ties to weapons and not the jobs itself. Weaponskills were used via TP, which was gained per weapon hit and weapon type. So you'd only get 6 TP with a single club hit, but the absolutely bonkers amount of hits you were performing made you a machine. So you'd have a WHM/NIN dual-wielding clubs, one of which is a kraken club, mass spamming weaponskills and utterly destroying mobs.

    And ANY job could do the above with /nin. Go PLD/WHM for incredible heals with your tank, or /rdm to boost your already insane def and make you a cure machine. Go /dnc with any job and you had self heal, self haste, self damage with enfeebles and could solo pretty much anything out bosses. BLU and BST were so far out there in damage and utility that it's the main reason they are limited jobs in FFXIV and not main ones. If you think BLU is dungeon breaking in FFXIV, it was orders of magnitude stronger in FFXI.

    The sub job system was an incredible system that warped the trinity but was incredibly successful both despite of and BECAUSE of it. It saddened me quite a bit when they got rid of it in ARR because it still had potential, in my own opinion. It also stopped what's currently happening in FFXIV from happening in FFXI, as it only promoted variety and ability coverage vs traditional trinity classes stagnant "you are this, and only this" mentality.

    I miss FFXI.
    (3)
    Last edited by Cervani; 06-17-2024 at 08:56 AM.

  8. #288
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Cervani View Post
    You also forgot FFXI, which was SE's first foray into the MMO genre. It released between FFX and FFX-2.

    That being said, FFXI WHM and really any other healer followed the same formula as FFXIV does. WHM for example has Dia and it's damage spell Banish, with Holy at lvl 50. What made FFXI unique in not pigeon-holing healers is the sub job system like they had in FFT. The SJ system was a trinity system killer in and of itself, as it allowed any job to become a healer, a tank or a dps.

    Lets use WHM as an example. Sub BLM, and you get access to "most" of the black mage spell kit as well as some of it's traits. Sub NIN, and you become a shadow tank through the use of Utsusemi as well as various damage and enfeebling ninjutsu. Take this a bit further with some of the insane weapons they had in FFXI, the Kraken Club being a massive one. A low damage club at 11 damage with a special ability of "occasionally attacking 2-8 times" on each attack. Thing is, the club was absolutely insane with it's procs, and weaponskills in FFXI were ties to weapons and not the jobs itself. Weaponskills were used via TP, which was gained per weapon hit and weapon type. So you'd only get 6 TP with a single club hit, but the absolutely bonkers amount of hits you were performing made you a machine. So you'd have a WHM/NIN dual-wielding clubs, one of which is a kraken club, mass spamming weaponskills and utterly destroying mobs.

    And ANY job could do the above with /nin. Go PLD/WHM for incredible heals with your tank, or /rdm to boost your already insane def and make you a cure machine. Go /dnc with any job and you had self heal, self haste, self damage with enfeebles and could solo pretty much anything out bosses. BLU and BST were so far out there in damage and utility that it's the main reason they are limited jobs in FFXIV and not main ones. If you think BLU is dungeon breaking in FFXIV, it was orders of magnitude stronger in FFXI.

    The sub job system was an incredible system that warped the trinity but was incredibly successful both despite of and BECAUSE of it. It saddened me quite a bit when they got rid of it in ARR because it still had potential, in my own opinion. It also stopped what's currently happening in FFXIV from happening in FFXI, as it only promoted variety and ability coverage vs traditional trinity classes stagnant "you are this, and only this" mentality.

    I miss FFXI.
    God, I think I just made the pleading face emoji in real life.
    (0)
    he/him

  9. #289
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Cervani View Post
    You also forgot FFXI, which was SE's first foray into the MMO genre. It released between FFX and FFX-2.

    That being said, FFXI WHM and really any other healer followed the same formula as FFXIV does. WHM for example has Dia and it's damage spell Banish, with Holy at lvl 50. What made FFXI unique in not pigeon-holing healers is the sub job system like they had in FFT. The SJ system was a trinity system killer in and of itself, as it allowed any job to become a healer, a tank or a dps.

    Lets use WHM as an example. Sub BLM, and you get access to "most" of the black mage spell kit as well as some of it's traits. Sub NIN, and you become a shadow tank through the use of Utsusemi as well as various damage and enfeebling ninjutsu. Take this a bit further with some of the insane weapons they had in FFXI, the Kraken Club being a massive one. A low damage club at 11 damage with a special ability of "occasionally attacking 2-8 times" on each attack. Thing is, the club was absolutely insane with it's procs, and weaponskills in FFXI were ties to weapons and not the jobs itself. Weaponskills were used via TP, which was gained per weapon hit and weapon type. So you'd only get 6 TP with a single club hit, but the absolutely bonkers amount of hits you were performing made you a machine. So you'd have a WHM/NIN dual-wielding clubs, one of which is a kraken club, mass spamming weaponskills and utterly destroying mobs.

    And ANY job could do the above with /nin. Go PLD/WHM for incredible heals with your tank, or /rdm to boost your already insane def and make you a cure machine. Go /dnc with any job and you had self heal, self haste, self damage with enfeebles and could solo pretty much anything out bosses. BLU and BST were so far out there in damage and utility that it's the main reason they are limited jobs in FFXIV and not main ones. If you think BLU is dungeon breaking in FFXIV, it was orders of magnitude stronger in FFXI.

    The sub job system was an incredible system that warped the trinity but was incredibly successful both despite of and BECAUSE of it. It saddened me quite a bit when they got rid of it in ARR because it still had potential, in my own opinion. It also stopped what's currently happening in FFXIV from happening in FFXI, as it only promoted variety and ability coverage vs traditional trinity classes stagnant "you are this, and only this" mentality.

    I miss FFXI.
    I mean FFXI is superior. Both in Class design, Subjob system and in World building to where exploring the world is a atmospheric treat. Every log in felt like a new adventure.

    SE has great MMOs in the vein of DQX and FFXI and Yoshi P just looks in WoW's direction. Pretty baffling to me. Especially since Yoshida was the Chief Planner for Dragon Quest X so he should know better.
    (1)

  10. #290
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by MagiusNecros View Post
    I mean FFXI is superior. Both in Class design, Subjob system and in World building to where exploring the world is a atmospheric treat. Every log in felt like a new adventure.

    SE has great MMOs in the vein of DQX and FFXI and Yoshi P just looks in WoW's direction. Pretty baffling to me. Especially since Yoshida was the Chief Planner for Dragon Quest X so he should know better.
    I wish they would look in WoW's direction. WoW has great worldbuilding, sidequests, class gameplay, build diversity, toys, minigames, seasonal events, difficulty progression....

    One of WoW's main characters betrayed everyone, died, and went to Hell. Imagine if Y'shtola did that.
    (1)
    he/him

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