Page 218 of 1120 FirstFirst ... 118 168 208 216 217 218 219 220 228 268 318 718 ... LastLast
Results 2,171 to 2,180 of 11192
  1. #2171
    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 Oizen View Post
    Normal content is simply too easy, and unlike most I do actually view this as a problem. A problem thats very difficult to solve because this game does not teach you how to play it in any regard, so raising the difficulty is a hard thing to do because the game has a lot of catch up to do in order to expect more of its playerbase. Which is probably why SE doesn't view this as a real concern.

    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    Normal content doesn't do a good job of conditioning people even for later normal content.

    I've had to practically solo heal/mit heal check mechanics like Harrowing Hell on multiple occasions because people are wholly unconditioned to anything resembling such in prior content.
    (5)

  2. #2172
    Player
    Join Date
    Apr 2024
    Posts
    448
    Quote Originally Posted by RhodesToRome View Post
    And, to no surprise, the vast majority of the players complaining here are not doing high end content (Savage, Ultimate, and Criterion Savage).
    1) Healing should be fun for everyone, not just the high-end. Jobs should still feel relevant in "easy" content. Dungeons were easy in HW. But healers felt critical back then. The mechanics in damage output in HW dungeons aren't higher than EW dungeons. In fact they are actually often much lower. But healing was way more important back then. Healerless HW dungeon runs can't be pulled off by random midcore players.

    2) You didn't seem to have done high-end content before ShB. You probably don't have first-hand experience with how much more optimization there was in HW/SB healing, and how much more skill you required back then. These were all gutted. I firmly believe that a lot of ShB healers do not realize how much more engaging healing was at the high-end prior to ShB; a lot of the nuances aren't discussed at all, such as Miasma 2 optimization (and contrary to the popular rhetoric this was an important single-target tool in the scholar's repertoire at the high-end in SB).

    3) I agree that encounter design should be reworked as well, but job design is still the principal problem because we have very simple points of comparison: HW dungeons required far more healing during that era, while EW dungeons do not. Both were not mechanically complex at all. The job kits on healers back in HW also meant that there were many things you can do to optimize your job even if all the mechanics were simple, which added to the fun.

    If you want to look up my logs feel free to pop into the Discord and I'll prove to you my rank 4 AST in SB.
    (18)

  3. #2173
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    260
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    Normal content is simply too easy, and unlike most I do actually view this as a problem. A problem thats very difficult to solve because this game does not teach you how to play it in any regard, so raising the difficulty is a hard thing to do because the game has a lot of catch up to do in order to expect more of its playerbase. Which is probably why SE doesn't view this as a real concern.

    I honestly cant even remember if this game explains the concept of global cooldowns or weaving to you.
    I think just making healer kits in general more interesting would be a better solution than making a dungeon stat check you harder by doing more damage, most of the time queueing a dungeon regardless of role people are there to get it over with, especially if it's a roulette. Bad healers as it is now already make them a pain, having a bad healer in a dungeon where they actually have to heal would cause people to just leave the duty. Make their abilities and damage methods more interesting. You're not meant to use your entire healing ability in a dungeon since that stuff is balanced around Ultimate, so that makes sense to me at least.
    (2)

  4. #2174
    Player
    GoodPerson's Avatar
    Join Date
    Jun 2024
    Posts
    32
    Character
    Good Person
    World
    Exodus
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by RhodesToRome View Post
    -snip-
    I do both savage, ultimates, and casual content alike with a biased towards healing endgame content. The core issues still stems from lack of engagement or dopamine hits. Even in ultimates/extremes or in general "higher end" content, healing is not as difficult nor engaging in action as it is just in planning. "What will i do in response to this particular scripted raidwide. Do i need to pair it with something else?"

    These leads to pretty much just pressing 1 or 2 OGCDs coupled with whatever particular raid-wide or mechanic, barring heal checks or particularly heavy healing segments(say, Eden 4) . Which then means, you're spending over half the counter exclusively pressing a Glare/Dia equivalent.

    Whether the answer is DPS buttons, or a higher necessity for healing, either in context to more complex healing rotations or more damage to targets beyond the tank, I'm not sure, though personally I prefer the latter. I played WoW doing Mythic+ dungeons And mythic/Heroic raiding(Equivalent to Variant/Criterion dungeons & Ultimates) for about 6 months playing Preservation Evoker, and having to keep my cooldowns, mana, and HPS rotations on a tight budget was the most fun I've had in a MMO healing in a long while. In particular the combo-based healing was really entertaining, plus , actually pretty strong and fun CD damage abilities to keep off cd and in some cases, empowering your healing . Content outside of endgame in WoW (Basically roulette tier), was still fun to do as a healer while keeping me decently engaged as if I was playing a DPS in say, XIV.

    Really I just want Roulettes to feel fun regardless if I'm playing Tank, Dps, or Healer. But as it stands, healing in roulettes is genuinely the most mind-numbing content one can engage in in XIV atm. There's no progression, depth, or even just plain mindless fun. The way I get my kicks on the off-chance I play healer is when I'm playing with friends and just straight up play as wrong as I possibly can. Or playing around with Rescue lmao. OR very rarely, being able to get off a big LB3 and save a wipe.
    (9)
    Last edited by GoodPerson; 06-15-2024 at 12:03 PM.

  5. #2175
    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)

  6. #2176
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    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.

  7. #2177
    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)

  8. #2178
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,407
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KageTokage View Post
    Normal content doesn't do a good job of conditioning people even for later normal content.

    I've had to practically solo heal/mit heal check mechanics like Harrowing Hell on multiple occasions because people are wholly unconditioned to anything resembling such in prior content.
    I agree, and in general what little this game does do is very bad at it. Its kinda just throwing very vague explanations in wordy unvoiced chat bubbles.
    The hall of novices is honestly a joke, for tanks it teaches you combo actions and to have stance on, thats literally it.
    Beyond that a lot of buttons in this game aren't rewarding to press, or at least they're not satisfying, I imagine if rampart felt good with a more persistent animation, changed how damage rolls to show you're taking less damage (like block/parry does) or even just gave it a different sound on impact people would probably learn on their own. Instead I find they kinda go for systems where the game kinda plays itself (Trusts for example, or even traits like Tank Mastery), leading to a lot of people with max level characters who never even learn how to play the job they picked.

    I do not play healers, which is why I'm talking from a tank perspective, but I assume its basically the same thing or not at least a very similar situation
    (2)

  9. #2179
    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.

  10. #2180
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Oizen View Post
    I agree, and in general what little this game does do is very bad at it. Its kinda just throwing very vague explanations in wordy unvoiced chat bubbles.
    The hall of novices is honestly a joke, for tanks it teaches you combo actions and to have stance on, thats literally it.
    Beyond that a lot of buttons in this game aren't rewarding to press, or at least they're not satisfying, I imagine if rampart felt good with a more persistent animation, changed how damage rolls to show you're taking less damage (like block/parry does) or even just gave it a different sound on impact people would probably learn on their own. Instead I find they kinda go for systems where the game kinda plays itself (Trusts for example, or even traits like Tank Mastery), leading to a lot of people with max level characters who never even learn how to play the job they picked.

    I do not play healers, which is why I'm talking from a tank perspective, but I assume its basically the same thing or not at least a very similar situation
    the hall of Novices for healers, if I can remember, isnt much better. as many have said, in many different threads, the game itself, is not designed to make people become more skilled. it is more and more apparent that the need to be skilled left some time ago, and what we are left with is just the need to be able to slog it through to cap. for normal game play, if you have any skill, its likely because you did some research and learned from experience, its not because SE provided any skill plateaus to master. I mean, I know they want everyone to be able to do msq and experience the story, but lets be honest, at this point you could teach a turnip to make it to level cap in any role or job. well, maybe not blm, but give it time...
    (5)
    #FFXIVHEALERSTRIKE

Page 218 of 1120 FirstFirst ... 118 168 208 216 217 218 219 220 228 268 318 718 ... LastLast