Page 1055 of 1120 FirstFirst ... 55 555 955 1005 1045 1053 1054 1055 1056 1057 1065 1105 ... LastLast
Results 10,541 to 10,550 of 11192
  1. #10541
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    snip [/I]
    Sure, I see what you mean in terms of raw heal output from single abilities. And getting to use, ah, what's it called? You guarantee the single target crit shield and then give that shield to everyone. That's OP. Brilliant. I love that scholars can do that. Very scholarly. Panhaima is one of those skills that's great for multi-hit stacks or a multiple instances of damage in a short period, but can be hard to use otherwise. Although, baring any better options, I will often utilize the heal. So like, in Wicked Thunder, I'd pop it for Witch Hunt 2, and if it times out right, everyone would get 1 shield for their witch hunt damage, and then 4 stacks worth of heal. Was that the most optimal way to use Panhaima? Not really. Was it more optimal than just not using it? For sure for sure. But at any rate, even its hard to find a good use for it sometimes, I really like having that unique skill. Oh but, getting to use AF stacks for damage? definitely a plus. I mean I'm probably not hurting for the MP if I'm not healing anyways, but man, leaving addersgall capped for a while just feels bad. I do like the way it "forces" you to engage with that system, rather than SCH having the option to ignore their AF heals and just use ED. But. Leaving it capped is no fun.

    But its discussions like these that prevent me from comprehending the idea that "they're basically the same class", you know? When you really dig into it, they're so different in how you manage resources and utilize skills. And they have different skills that are great in different situations. So again, the idea that Sage is just worse Scholar is... just not true. They're so different and both so great. At least from my perspective.

    I think you might be right on the money with saying the SE is afraid to create more differences. I haven't followed the healer lore long enough to know what specific scholar incident you're referring to, nor can I really track with the class changes throughout patches, but I think we are largely saying the same things as far as "SE gives us differences and we complain". I think the hardest issue they face is that even if they make changes to please one group of players, in doing so they are going to massively upset other players. So then they get stuck playing whack-a-mole trying to placate different groups of players. Try to please all, please none. But of course every single one of us is 100% correct on what is wrong and what needs to be done to fix it... I don't envy SE, trying to navigate this.
    (2)

  2. #10542
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,960
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Fyi, SCH at the beginning of 5.0 had their Energy Drain removed alongside many other healers (mostly dps) actions. This is usually the point where a lot people refer to when they speak of great lobotomization of healers. But depending on the person you've talked to, some may even think StB being the start of all (hello stormblood lilies lol). That being said, removal of ED on SCH 'broke' the job. You've mentioned that it sucks to leave addersgall capped? SCH's AF too in that short period. Their reasoning was to allow SCH to focus more onto their healing duties... well look what they actually cooked up: not actually enough damage to heal, AF overcapped. Either ignore the stacks or dump all those overhealing Lustrates. Wow, great design choice (it's not). They eventually gave ED back.

    I know you said you have different opinion about SGE/SCH differences which is totally fair, but to players like myself, the decision to necro 5.0 SCH into 6.0 SGE... just why? If you want to play today's SGE without actually being SGE, you can already do the same as a SCH since ShB: remove Energy Drain from your hotbar. That's it. Why waste an entire design space to create a brand new job that is more of a carbon copy of already existing job? They said it will be a healer that heals through DPS'ing and what they cooked up is Kardia that barely matters and is a shadow of SCH's old Embrace targeting plus clunkier? The only iteration of SGE that comes close to their vision ironically appears in the game 1 major patch later: 6.1 PvP SGE, and has been keeping to that vision closely to even today better than PvE's iteration.

    EDIT: Also just sayin', SCHs who ignores their AF heals under all circumstances are straight up bad SCHs.
    (3)
    Last edited by Rein_eon_Osborne; 02-22-2025 at 06:38 AM.

  3. #10543
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    You know, I'm really enjoying this discussion about Scholars and Sages. It gets right into the heart of the homogenization issue and...

    Quote Originally Posted by YarnMage48 View Post
    Try to please all, please none. But of course every single one of us is 100% correct on what is wrong and what needs to be done to fix it... I don't envy SE, trying to navigate this.
    *emphasis mine* Truer words were never typed. All of us here have experience playing a healer, regardless what that stoopid spreadsheet implied.

    Hell, if you total all the time I have played a healer across various MMOs, I've been healing for approximately 20 years. I'm sure I'm not alone in this.

    The fact is, we all know what it feels like when healers are designed right and when they are not. We feel it in our gut.

    Of course, gamers* all have different ideas on how to fix the current state of healers in FFXIV. Some of them better than others but each has some merit.

    Personally, I feel suggestions should be explored via a playtest server where Square Enix/Creative Studio III can obtain real data about the impact of these ideas. They'll be able to see what works and doesn't work quickly.

    In addition, we're paying them to play the game. So, it's cheaper than hiring employees to do their playtesting for them.

    But would Square Enix be open to the idea of a test server? Would they be open to the idea of allow more player input in the development process?

    I hope they would be. It would be a win-win.

    They get their data, save money, and their subscribers are more likely to continue playing a game in which they have input. We get a better game.

    *Getting gamers to agree on anything is like herding a bunch of hyperactive kittens.
    (0)
    Last edited by Kacho_Nacho; 02-22-2025 at 07:14 AM. Reason: my inner editor demanded some corrections.

  4. #10544
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by YarnMage48 View Post
    I think the hardest issue they face is that even if they make changes to please one group of players, in doing so they are going to massively upset other players. So then they get stuck playing whack-a-mole trying to placate different groups of players. Try to please all, please none. But of course every single one of us is 100% correct on what is wrong and what needs to be done to fix it... I don't envy SE, trying to navigate this.
    It's a hard line to balance, but I think it's possible by following a few specific prinicples:

    1: Additional complexity should mostly be 'optional'. That is, when the job is updated, if someone wants to play the same way they did previously, their performance should be 'viable enough that they can still clear content'. This can be done by, for example, adding new damage actions that are stronger than the filler spell, but are only a small DPS gain, with the DPS checks of things like Savage being tuned such that 'ignoring the new buttons' does not cause enrages. Example: I'd give WHM a new button with a 15s CD - Water, later evolving into Banish. It would be 40p stronger than the Stone/Glare you have learned, so, ignoring it entirely would lose you just 160p per minute. Half a Glare. There's room in Savage DPS checks (and I'm looking at previous Savages since this one was an anomaly) to drop like... 30 Glares worth of damage, and still clear week 1. So, losing 1600p, or '5 and a bit Glares' (over the course of a 10min fight), is inconsequential to the check.

    2: Additional actions should feed into the identity/lore of the job, not contradict it. Lore should bend to gameplay, if the gameplay requires it (and the gameplay is good), but the lore can also be used to guide the design for the gameplay. Something like Seraphism is strong. Very strong. But, it's also a very divisive action, due to the 'forced transformation' effect that gives us a white robe and angel wings (which blurs the line between SCH and WHM aesthetically), and it completely flies in the face of everything that made SCH, SCH previously (to the point where JP asked Y-P about it in an interview). AST Cards are an especially sore point IMO in their current form, as we have The Spear (a melee weapon) giving bonus damage to Ranged players, while The Arrow (a ranged projectile) is 'Healing received increased'. Very clearly, the gameplay was thought of first, and the lore was not considered at all.

    3: Additional actions, when shown in the Job Action Trailer, should have 'cool' and 'eyecatching' VFX. Nothing sells the changes to players quite like the VFX of the action. People went nuts when SGE was shown because of 'how many attacks it had compared to SCH'. It showed Dosis (we use in ST), E.Dosis (we use in ST once per 30s), Phlegma (we use in ST once per 40s on average), Dyskrasia (we don't use in ST), Toxikon 2 (we use for mobility and only have 3 charges) and Pneuma (once per 2min and we use it for the healing). But because it showed 6 attacks, it gave the impression that it was some hyper-offense focused 'constant barrage of attacks' healer. But, look at previous Job Action Trailers, the most memorable things that people discuss after is usually the attacks. Misery, all of SGE's attacks, the new 92 attacks like Oracle and Psyche.

    So now imagine a trailer that goes like this (based on the reworks I came up with):

    WHM uses a few attacking and healing actions (ones we're used to seeing) to build a new gauge. They apply a barrier using Stoneskin, a returning action that now costs a Lily (thereby preparing Misery in the process).
    At 50 gauge, they use a big healing move that modifies the gauge to have 3 'charges'. The clip ends with them firing off Misery, Quake, Tornado and Flood.

    While multiple targets are being attacked (eg there's a tank on either side with a mob attacking them), SCH uses a bunch of tactical stuff, combining healing actions as we've come to expect (eg Recitation > Excogitation, Adloquium > Deployment) to manage both tanks' HP bars. While the SCH is putting up their DOTs (3 of them in total, Biolysis, Miasmalysis, Shadowflare) on one of the mobs, more enemies join the fray on that side. The SCH hits Chain Stratagem, and Baneful Impaction, not only applying the AOE DOT to the group, but spreading the original DOTs (And Chain) to the whole pack of enemies. They then use a new action, Synchronization Tactics (replacing Dissipation), to empower the Faerie, putting Fey Union on the tank handling one enemy, while the SCH and Faerie work together via Sync to focus heal the one with more enemies attacking.

    AST throws up Divination and Oracle, but then follows up with playing a total of three different arcana (2 Major, one Minor) on the party. Additionally, in the midst of playing the cards, they burn up one Minor Arcana to the Royal Road, and empower the second Major Arcana they play. As the clip continues, the gauge shows that the cards are not just 'once per minute', but available far more often (eg Minor Arcana being every 15s), and are far more easy to manipulate via Redraw and Royal Road, making setting up for burst windows far more accessible. It also reveals that, rather than using just two cards from the Minor Arcana (there's 54 in total), we can use all 6 suits (Cups, Irons, Crowns, Rings, Staves and Knives), and that the gauge indicates that each Arcana has a 'favoured role' (EG The Bole is best used on a Tank, and the game indicates as such on the gauge)

    SGE fires off two new attacks, one a line AOE and one a Cone AOE. They relentlessly attack the target, weaving in actions that augment Kardia (adding the stacks to the Job Gauge), and generate a purple gauge as the stacks are consumed via attacking. This purple gauge is later revealed to grant a pseudo-Enshroud, or Hypercharge from MCH, allowing the SGE to attack even faster (and thereby heal faster via Kardia). As the clip plays out, they use a 'Eukrasian Phlegma', Psyche, a regular Phlegma, augment themselves with the Purple Gauge, then rapid fire the Line, Cone, Line, Cone, and finally finish off with Pneuma, now reworked to be a strong finishing attack.


    Having a Healer WOL for the poster job for an expansion would also be nice to see
    (1)

  5. #10545
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Fyi, SCH at the beginning of 5.0 had their Energy Drain removed alongside many other healers (mostly dps) actions. This is usually the point where a lot people refer to when they speak of great lobotomization of healers. But depending on the person you've talked to, some may even think StB being the start of all (hello stormblood lilies lol). That being said, removal of ED on SCH 'broke' the job. You've mentioned that it sucks to leave addersgall capped? SCH's AF too in that short period. Their reasoning was to allow SCH to focus more onto their healing duties... well look what they actually cooked up: not actually enough damage to heal, AF overcapped. Either ignore the stacks or dump all those overhealing Lustrates. Wow, great design choice (it's not). They eventually gave ED back.

    I know you said you have different opinion about SGE/SCH differences which is totally fair, but to players like myself, the decision to necro 5.0 SCH into 6.0 SGE... just why? If you want to play today's SGE without actually being SGE, you can already do the same as a SCH since ShB: remove Energy Drain from your hotbar. That's it. Why waste an entire design space to create a brand new job that is more of a carbon copy of already existing job? They said it will be a healer that heals through DPS'ing and what they cooked up is Kardia that barely matters and is a shadow of SCH's old Embrace targeting plus clunkier? The only iteration of SGE that comes close to their vision ironically appears in the game 1 major patch later: 6.1 PvP SGE, and has been keeping to that vision closely to even today better than PvE's iteration.

    EDIT: Also just sayin', SCHs who ignores their AF heals under all circumstances are straight up bad SCHs.
    I mean if nothing else, this goes to show that they tried something, it didn't work, and so they reversed it and then tried something else. That is, any way you slice it, a good thing. They are trying to make improvements.

    And oh boy. I am pretty sure that Kardia matters. I feel the absence of Kardia when I play other healers. It would be fun if Kardia did more, but we did get some of that with Philosophia.

    And I still feel like there are enough unique differences in skills and playstyle that its not accurate to say that SCH without ED is the same as SGE. But, I don't think we're going to agree on that one. And that's ok! Just don't make fun of me for playing "scholar for babies" and I'll be a happy little Sage.
    (0)

  6. #10546
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    I don't care about raiding, SE needs to un-nerf dungeons, strengthen the sync down so that people stop coasting the dungeons, and buff GCD heals so they are used more. Make healers have to heal more in dungeons. This is coming from a tank main.
    (2)
    #FFXIVHEALERSTRIKE

  7. #10547
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post

    *Getting gamers to agree on anything is like herding a bunch of hyperactive kittens.
    Those words might be truer than mine, honestly.

    So many years of healing! But to your point, I do think that's why I like Sage so much, and why I like the other classes that I like. They just feel right to me.

    Getting players involved in playtesting changes in a fascinating idea. I'm not sure how they could implement it, but if they could, that could be really interesting. But I'm also not sure how that might overcome the general issue of none of us actually agreeing on anything. But for players to at least be more involved in the changes, that would be something.
    (1)

  8. #10548
    Player
    YarnMage48's Avatar
    Join Date
    Feb 2025
    Location
    Gridania
    Posts
    41
    Character
    Makoto Yumishi
    World
    Goblin
    Main Class
    Red Mage Lv 100
    I agree entirely on all points. There's not enough much else for me to say in response. All excellent ideas. And as a Sage main, the idea that Kardia can build contribute to the job gauge... that sounds fantastic.

    Quote Originally Posted by ForsakenRoe View Post

    Having a Healer WOL for the poster job for an expansion would also be nice to see
    Ah that would be lovely.
    (1)

  9. #10549
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    It will never happen since SE hates healers for no reason.
    (0)
    #FFXIVHEALERSTRIKE

  10. #10550
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,960
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by YarnMage48 View Post
    I mean if nothing else, this goes to show that they tried something, it didn't work, and so they reversed it and then tried something else. That is, any way you slice it, a good thing. They are trying to make improvements[...]
    Wait until you know at the dawn of 6.0 launch when they openly says "We don't know what to do with Scholars" in a Live Letter while also accounting the immense number of feedbacks they've received up to that point. Just another disappointment that this team has demonstrated.

    Quote Originally Posted by YarnMage48 View Post
    [...]And I still feel like there are enough unique differences in skills and playstyle that its not accurate to say that SCH without ED is the same as SGE. But, I don't think we're going to agree on that one. And that's ok! Just don't make fun of me for playing "scholar for babies" and I'll be a happy little Sage.
    That we are. I also don't think anybody was making fun of people who likes current SGE as it is. At the end of the day, my greatest issue with SGE as a whole is they weren't what we were promised to get & it didn't have enough distinction to make me feel like I'm playing a different barrier healer. A lot my SCH/SGE hotkeys are mapped very similarly:
    • Physis - Whispering Dawn
    • Kerachole - Sacred Soil
    • Ixochole - Indomitability
    • Taurochole - Excogitation
    • Rhizomata - Recitation
    • Krasis - Protraction
    • Druochole - Lustrate
    • Panhaima - Summon Seraph/Consolation
    • Philosophia - Seraphism
    • Phlegma I/II/III - Ruin II
    • Psyche - Aetherflow
    That's a lot 'bread and butter' buttons covered already, not incl. their fillers and role actions but I'm not going to look at them for the moment. My personal expectation when they introduced the job in their 5.4 teaser was more like today's SGE but without the entire addersgall gauge with more robustly designed Kardia system. PvP SGE is one step ahead in that front: Dosis III kardia triggers the maintenance regen HoT. E.Dosis III triggers E.Diag shield on Kardion partner, which can be broken to give Toxikon II that deals 2 times (at its inception) the amount of regular Dosis III casts.

    Now what would I kill to have E.Pneuma, E.Phlegma, with all differing Kardion effect... hahahahah fat wish, lmao.
    (0)
    Last edited by Rein_eon_Osborne; 02-22-2025 at 08:48 AM.

Page 1055 of 1120 FirstFirst ... 55 555 955 1005 1045 1053 1054 1055 1056 1057 1065 1105 ... LastLast