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  1. #1
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Oizen View Post
    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    I'm pretty sure it doesn't but I'll tell you what I do remember vividly,

    don't DoT as Bard against two targets, you'll rip aggro off the tank... Hall of the Novice has problems.

    As for "hasn't played Savage" I don't really want to play Savage, I'm not particularly good at the game. I was actually floortanking The Voidcast Dais earlier, you know, the story trial (on RDM though not my Sage) but even I can manage my oGCDs effectively so it's 1-1-1 gaming with the occasional spicy slidecast (I will still get snapshot and die)
    (2)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,406
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Anyone who wants to have 'more healing required' as the solution to pursue to make Healers more engaging, I have a series of questions.

    - How do you expect us to heal more in harder content, where we're already having to spam Succor and Cure3 to handle healing at certain times for week 1 prog (Harrowing Hell Savage, the 11-hit Styx in Savage)? If the solution is 'heal more often' (eg by having raidwides happen more often), has the potency of skills been considered? EG, we can pump out 4000 potency a minute as WHM by just maintaining 100% uptime on Medica 2. How hard and how fast do we need to be hit to actually challenge our total accessible healing potency?

    - If we are forced to heal more, has the increased MP cost per minute of our healing been factored in? If we have to use Medica and Cure2 more often (due to having not-enough Lilies to heal everything without damage loss), has their MP cost been factored in, or are we looking at going OOM without a massive amount of Piety added to our gear, or MP cost adjustments across the board?

    - Would the 'increase in healing required' affect casual content like EX roulette? If so, has it been considered how it would affect lower-skilled players, and how many would no longer be able to keep up?

    - If the 'increase in healing required' does NOT affect casual content, what is there to make that content more 'engaging' for a higher-skilled player? Or is the 'increase in healing required' solution only a solution to a certain difficulty of content? In which case, how does it 'solve' the problem, when it wouldn't be doing anything to the content that arguably needs 'a solution' the most?

    - If people become more practiced at the new healing requirements, what stops them from reaching the current plateau, of 'I have X% of my time spare to DPS, so I'll just DPS during it'? If we go from 70% of our GCDs being damage related to... say, 50%, does that 'solve' the issue? If we are always going to have 'some time to deal damage', what ratio of 'GCDs spent on not-damage' to 'GCDs spent on damage' is the 'fix'? And is this 'fix' still forgiving enough to give time for recovery from mistakes, and forgiving enough to allow for less-skilled players to have breathing room (amount of breathing room dependent on content difficulty level)?

    - Going forward, if we cannot have 'more damage buttons in rotation' because that is not our role (just ignore that tanks get new ones every expansion, despite it not being 'their role', I guess? Love double standards), what suggestions of 'new additions to the job' are there for later expansions? Is there any new 'thematic' ways to add new non-damage buttons to the healers that feel unique and novel? If a button adds a 'utility' (eg Expedient), how does said utility's effect balance 'feels good to use' with 'is not so strong that it makes the job mandatory for certain content'?

    - Finally, would this 'increase to healing required' be going forward, or retroactively applied to all content? If the former, how will people adjust to a sudden increase of healing required when it has never been asked of them (compared to previous content of the same difficulty level)? If the latter, how much extra dev work has to be done to make sure that the jobs can clear old content, with the new adjusted kits, and the new healing required?
    Also, anyone who wants 'more healing required', hey, Cataclysm Classic is out. You can go try 'more healing required' over there if you like
    (13)
    Last edited by ForsakenRoe; 06-15-2024 at 12:00 PM.

  3. #3
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by ForsakenRoe View Post
    Anyone who wants to have 'more healing required' as the solution to pursue to make Healers more engaging, I have a series of questions.



    Also, anyone who wants 'more healing required', hey, Cataclysm Classic is out. You can go try 'more healing required' over there if you like
    To be fair, more healing is direly needed in Savage and Ultimate, though I agree it is not the principal solution to the problem.

    We've never seen anything require as much healing throughput, relative to healing tools, as Forsaken 1 in O8S in Savages, maybe other than P10S (but P10S can be way too easily resolved with just your 180s cds).

    https://youtu.be/obJEyZpb1Vg?si=JWOqicVZ0wjox6O9&t=69
    (2)

  4. 06-16-2024 07:27 AM

  5. #5
    Player
    GoodPerson's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Good Person
    World
    Exodus
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    Anyone who wants to have 'more healing required' as the solution to pursue to make Healers more engaging, I have a series of questions.



    Also, anyone who wants 'more healing required', hey, Cataclysm Classic is out. You can go try 'more healing required' over there if you like
    The issue as I see it (Disclaimer, I'm not a Dev) is that healers already have a excessive amount of tools to heal more than what is actually required, in the way of oGcds. Which is totally appropiate and makes healing engaging as most are asking in this thread, but only in very specific content and encounters (Such as you mentioned, Styx). Outside of specific encounters and content, the amount of tools are excessive, plus this is being coupled with the fact that Tanks and Dps are getting more self/Party healing and shielding, makes the already excessive healing loadout overtly so.

    Tl;dr they/we already have the tools, we're just asking for a reason to actually use it beyond JUST very specific scenarios. No different from how a DRK will use TBN, we just want more scenarios where we're given a reason to use our kit beyond just endgame content.

    But Idk, I'm personally just going to exclusively play dps leading into Dawntrail instead of trying to pray on my knees for something to change about it.
    (9)
    Last edited by GoodPerson; 06-15-2024 at 12:16 PM.

  6. #6
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Anyone who wants to have 'more healing required' as the solution to pursue to make Healers more engaging, I have a series of questions.



    Also, anyone who wants 'more healing required', hey, Cataclysm Classic is out. You can go try 'more healing required' over there if you like
    This is really just indicating that they've designed themselves into a hole where there is no easy fix.

    If they increase healer DPS actions, they will either have to nerf the overall potency of the actions so you're pushing more buttons for the same amount of DPS (Which would feel kind of terrible) or scale up the enemy HP to account for increased healer DPS contribution (Which would be much more of an endeavor but not leave people feeling like they're working harder for less).

    If you increase the healing requirements, then you have to worry about all of the mentioned.

    The former is still probably the more eloquent solution because it increases engagement for higher skill players without affecting the bottom line much.
    (3)

  7. #7
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,844
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KageTokage View Post
    This is really just indicating that they've designed themselves into a hole where there is no easy fix.

    If they increase healer DPS actions, they will either have to nerf the overall potency of the actions so you're pushing more buttons for the same amount of DPS (Which would feel kind of terrible) or scale up the enemy HP to account for increased healer DPS contribution (Which would be much more of an endeavor but not leave people feeling like they're working harder for less).

    If you increase the healing requirements, then you have to worry about all of the mentioned.

    The former is still probably the more eloquent solution because it increases engagement for higher skill players without affecting the bottom line much.
    yeah, I have a very heavy suspicion that the job revamp and identity they have planned for 8.0... will not be pretty, or well received. with power creep and everything to be considered, and the corner they have painted themselves into... I predict much ugliness will be had
    (6)
    #FFXIVHEALERSTRIKE

  8. #8
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Forgotten Springs
    Posts
    262
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Anyone who wants to have 'more healing required' as the solution to pursue to make Healers more engaging, I have a series of questions.



    Also, anyone who wants 'more healing required', hey, Cataclysm Classic is out. You can go try 'more healing required' over there if you like
    This is what I wanted to articulate in my older post. Also most people in this thread haven't done content that isn't normal so I don't think people understand the premise of what "increase healing required" means
    (0)

  9. #9
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    I'm honestly pretty tired of seeing people trot out the tired "If you want more healing/damage buttons, then you don't do harder content".

    Again, 58% of my GCDs were used on Broil IV in DSR on-content. 58%. On one button. That isn't even a heal. And I wasn't even close to optimised.
    (17)

  10. #10
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    660
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aravell View Post
    I'm honestly pretty tired of seeing people trot out the tired "If you want more healing/damage buttons, then you don't do harder content".
    This, it's entirely dismissive.

    There's also the inverse problem where an experienced healer suggests changes and people shoot that down because "well you don't have a casuals experience with it".

    I started playing in Stormblood and know how much fun I had with SCH and AST back then, and how frustrating it was when ShB came around. I don't need to play ultimates to know what I disliked about the direction healers have gone in.
    (19)

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