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  1. #1
    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 GoodPerson View Post
    Theres a couple, but most memorable for me was in Epic of Alexander. Around Phase 1 party gets inflicted with a throttle debuff with a 12~ second duration that needed to be cleansed with a esuna. Failure to cleanse just caused a insta KO going through resistances and immunities.
    Something WoW has rather often are debuffs that will trigger mechanics either when they time out or immediately when they're dispelled, and I'd like to see stuff like that in XIV as well.

    It adds an extra layer of complexity to dispelling because you need to time it so it doesn't end up killing people or using it to resolve a different mechanic instead of just being something you want gone ASAP.
    (0)

  2. #2
    Player
    DivineP's Avatar
    Join Date
    Sep 2020
    Posts
    271
    Character
    Divine Power
    World
    Phantom
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by GoodPerson View Post
    Yes, admittedly it is a over exaggeration but All of those have a decently long cooldown of 60-120 seconds, plus that's in context to white mage. Sch, for example, doesn't really want to use Energy Drain as it isn't that much damage(plus doesn't particularly look that interesting visually to use), and from my knoweldge doesn't have much else in the way of damage tools beyond their new damage button after their 120 sec cd Strategem.
    91s already been sold without a healer babe. I mean what else do you need?
    (0)

  3. #3
    Player
    Winge's Avatar
    Join Date
    Jun 2024
    Posts
    3
    Character
    Winge Hinge
    World
    Siren
    Main Class
    Dancer Lv 90
    Ya'll complaining before dawntrail is even out. They have acknowledged that content should be harder, they have taken a few steps in adding some gcds to some healers. They won't do a whole revamp of the healer role 2 weeks before dawntrail. I've healed for about 18 years and I know where you guys are coming from.

    For the healbots
    I'm trying to give out current solutions for those who want more healing ie criterion>ultimate>min il old savages. I know this isn't what you wanna hear but unfortunately right now this is a very scripted game and I would say that wow is much better in this regard in having more spikes of damage and reactivity. With them increasing the tank mits I suspect that it will mean tank busters are going to do a lot more to compensate. Should we be casting medica 2 half the time? No but I think it should be required after raidwides if not overgeared

    For people wanting extra dps buttons
    Pros
    -More fun and it seems like a direction they might be going
    Cons
    -Takes time to develop (they just made an expansion)
    -Bigger skill gap making tuning harder (either it becomes too easy at high end because they miscalculate how good players are or becomes hard for the semi-hardcore/casual raiders to meet dps checks)
    -It's not as simple as adding 123 to make it fun to dps as healer (if you think that is all it takes then you will be very much mistaken when all you get is button bloat for no reason)
    -They aren't bringing back stances considering they have seraph strike in bozja and still not in game so you need a different solution
    (1)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,827
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Winge View Post
    Ya'll complaining before dawntrail is even out. They have acknowledged that content should be harder, they have taken a few steps in adding some gcds to some healers. They won't do a whole revamp of the healer role 2 weeks before dawntrail. I've healed for about 18 years and I know where you guys are coming from.

    For the healbots
    I'm trying to give out current solutions for those who want more healing ie criterion>ultimate>min il old savages. I know this isn't what you wanna hear but unfortunately right now this is a very scripted game and I would say that wow is much better in this regard in having more spikes of damage and reactivity. With them increasing the tank mits I suspect that it will mean tank busters are going to do a lot more to compensate. Should we be casting medica 2 half the time? No but I think it should be required after raidwides if not overgeared

    For people wanting extra dps buttons
    Pros
    -More fun and it seems like a direction they might be going
    Cons
    -Takes time to develop (they just made an expansion)
    -Bigger skill gap making tuning harder (either it becomes too easy at high end because they miscalculate how good players are or becomes hard for the semi-hardcore/casual raiders to meet dps checks)
    -It's not as simple as adding 123 to make it fun to dps as healer (if you think that is all it takes then you will be very much mistaken when all you get is button bloat for no reason)
    -They aren't bringing back stances considering they have seraph strike in bozja and still not in game so you need a different solution
    We are complaining because this is overflow from complaints we have had since ShB media tour, this didn’t materialise overnight, they had our feedback from ShB to change EW, they doubled down, they had our feedback from ShB and EW to change DT, they tripled down
    (19)
    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

  5. #5
    Player
    mellii's Avatar
    Join Date
    Mar 2019
    Posts
    25
    Character
    Holuikhan Horo
    World
    Shiva
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Winge View Post
    Ya'll complaining before dawntrail is even out. They have acknowledged that content should be harder, they have taken a few steps in adding some gcds to some healers. They won't do a whole revamp of the healer role 2 weeks before dawntrail. I've healed for about 18 years and I know where you guys are coming from.

    For the healbots
    I'm trying to give out current solutions for those who want more healing ie criterion>ultimate>min il old savages. I know this isn't what you wanna hear but unfortunately right now this is a very scripted game and I would say that wow is much better in this regard in having more spikes of damage and reactivity. With them increasing the tank mits I suspect that it will mean tank busters are going to do a lot more to compensate. Should we be casting medica 2 half the time? No but I think it should be required after raidwides if not overgeared

    For people wanting extra dps buttons
    Pros
    -More fun and it seems like a direction they might be going
    Cons
    -Takes time to develop (they just made an expansion)
    -Bigger skill gap making tuning harder (either it becomes too easy at high end because they miscalculate how good players are or becomes hard for the semi-hardcore/casual raiders to meet dps checks)
    -It's not as simple as adding 123 to make it fun to dps as healer (if you think that is all it takes then you will be very much mistaken when all you get is button bloat for no reason)
    -They aren't bringing back stances considering they have seraph strike in bozja and still not in game so you need a different solution
    if I understood it correctly this is about hopefully getting a message across that will influence the 8.0 development. I don't think anyone here is expecting changes in 2 weeks (or early Dawntrail). At least not as far as I saw.
    (12)

  6. #6
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by mellii View Post
    if I understood it correctly this is about hopefully getting a message across that will influence the 8.0 development. I don't think anyone here is expecting changes in 2 weeks (or early Dawntrail). At least not as far as I saw.
    I think 8.0 needs to deliver on a solid revamp of each healer, but there are things I want to see before 8.0, namely taking the attacks we already have access to and simply make them available more frequently. Reduce cooldowns, DoT durations, make the new 2 minute attacks into separate actions that are used more than once per 120 seconds... These are not unreasonable changes. I don't need them to be addressed exactly the way I want them to be, but I have examples of what I think is plausible for early DT on the first page.
    (9)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  7. #7
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,380
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Winge View Post
    With them increasing the tank mits I suspect that it will mean tank busters are going to do a lot more to compensate.

    For people wanting extra dps buttons
    Pros
    -More fun and it seems like a direction they might be going
    Cons
    -Takes time to develop (they just made an expansion)
    -Bigger skill gap making tuning harder (either it becomes too easy at high end because they miscalculate how good players are or becomes hard for the semi-hardcore/casual raiders to meet dps checks)
    -It's not as simple as adding 123 to make it fun to dps as healer (if you think that is all it takes then you will be very much mistaken when all you get is button bloat for no reason)
    -They aren't bringing back stances considering they have seraph strike in bozja and still not in game so you need a different solution
    First part, I would expect that Tankbusters will hit about 10% harder. Because WAR's Damnation is 40% and has no additional mitigative effect, the content will be tuned with the lowest common denominator in mind. That is, the base 40%. Thus, the HOT from WAR's 40%, the Excog on the DRK one, the 20% Max HP/heal Thrill thing on GNB, and the 1000p shield (???) effect on PLD's, will all be 'bonuses on top', and will contribute even further to the problem of 'tank heals so much, the healer feels un-required'. Plus, Rampart is getting 'healing received is increased by 15%', so any tank with selfhealing capabilities (especially WAR) will be able to selfheal even harder. I would expect that any selfhealing HOTs in the kit (Equilibrium, Holy Sheltron, Aurora) will also snapshot this bonus.

    For the second part, I've posted a series of like 7 questions somewhere previously with regard to 'what if we make more healing required', and I'll link them again since they're always relevant.

    - 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?
    So, in response to the 'cons' you list, I'd argue it'd make more sense to add a couple of damage buttons rather than increasing healing required because (my answers will be bolded, below the original point):

    -Takes time to develop (they just made an expansion)
    Rebalancing all the 'healing required' will be far far more time to implement, and either has a 'sudden wall' where the new requirements kick in, or takes way longer to implement (if rebalancing all 10 years of content)
    -Bigger skill gap making tuning harder (either it becomes too easy at high end because they miscalculate how good players are or becomes hard for the semi-hardcore/casual raiders to meet dps checks)
    Potency balancing can reduce the 'damage swing' between a lower skill player and a 100 parsing god player. If you make a new 15s CD button on WHM, and have it be 350p compared to Glare's 310, the difference between using it on CD and ignoring it entirely is a single Glare per 2 minutes. SE's current 'burst heavy' design is to blame for jacking potencies so high on things, especially the DOTs.
    -It's not as simple as adding 123 to make it fun to dps as healer (if you think that is all it takes then you will be very much mistaken when all you get is button bloat for no reason)
    Anyone with an ounce of common sense who's asking for more damage buttons on healer outright shoots down the notion of 123 combos on healers. We advocate for soft-CDs and the like, things like extra DOTs, standalone CD buttons (like how Goring Blade works on PLD/Sonic Break on GNB), or 'X ready' procs to create pseudo-combos. The priority is always to have the damage gameplay 'easy to get out of, easy to get into' for the times when we have to break off and actually heal.
    -They aren't bringing back stances considering they have seraph strike in bozja and still not in game so you need a different solution.
    Very likely true, as I've posted previously in the thread it's entirely possible to create a stance-dance gameplay with very low 'punishment' if you mess it up. But as SE is not likely to bring such a thing back, we're asking for much simpler things, like 'Hey, Miasma is still in the game code (since NPCs use it) can you just give us that back thanks'

    They're adding DPS buttons, and that's good. But the way they went about adding those extra DPS buttons feels almost spiteful, after all the feedback that's been given to them over 4 years. SCHs have asked for their DOTs back for years and we get given one, and we get to use it once per 2 minutes. WHMs have complained about being a GlareBot, and we now get to use a different Glare (they even named it Glare 4) 3 times per 2 minutes. Ok cool we have gone from pressing Glare 36 times per 2 minutes, to 33, absolute gamechanger. Meanwhile, I, an idiot on the internet with a background in games programming (not design) am able to design a WHM that casts only 22 Glares per 2 minutes, with the addition of only 1 extra damage button. And if an idiot like me can manage to come up with something to address the situation, it's kinda wild that SE apparently cannot

    Quote Originally Posted by Pip_Chick View Post
    However, I do have a sort of solution. What if we give it to 1 of the healers, the one who already could pull it off very well, SCH! The Faeries could be the stances! Eos for Healing and Selene for damage! They would be 1 button that you can press to circle between using them, the SCH's shields would be kept the same between them, just in case you are in "Cleric stance" with Selene and a big attack is incoming.
    I feel this would be more of an elegant solution that would tackle pet management as well as a "Cleric Stance"-like form.
    If one is 'damage' and one is 'anything but damage', then 'damage' wins every time. If you were to say, Eos is more Pure healing focused and Selene is more Shield focused (eg Fey Blessing for Selene applies a shield OGCD ala Holos, her Embrace becomes a shield, etc), I can see that working pretty well. I even suggested something similar, wherein you'd have 3 'Strategies', Offensive, Defensive, and Emergency. In Offensive/Emergency, Lily (the fairy) would become Eos, and in Defensive, she'd become Selene. So it feels like you and your fairy work together to 'execute a strategy'
    (6)
    Last edited by ForsakenRoe; 06-16-2024 at 02:00 PM.

  8. #8
    Player
    DivineP's Avatar
    Join Date
    Sep 2020
    Posts
    271
    Character
    Divine Power
    World
    Phantom
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kazmarek View Post
    That's alright, there's about as much point in you listening to reason as there is to this whole "strike" you've organized. Sorry you continue to make bad decisions and have placed that on other people.
    Gem didn't organise anything. Healers just got annoyed and joined with their thoughts.
    (17)

  9. #9
    Player
    Kazmarek's Avatar
    Join Date
    Apr 2024
    Location
    Limsa Lominsa
    Posts
    131
    Character
    Cinnamon Maruhira
    World
    Famfrit
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DivineP View Post
    Gem didn't organise anything. Healers just got annoyed and joined with their thoughts.
    They probably shoulda stayed silent, huh.
    (0)

  10. #10
    Player
    yaba_gabagool's Avatar
    Join Date
    Sep 2022
    Posts
    158
    Character
    Yaba Gabagool
    World
    Gilgamesh
    Main Class
    Monk Lv 90
    Healers should have a real dps rotation.

    DPS should be more than brain dead damage output.

    Damage should be spread across all the roles to encourage engagement on multiple fronts.

    The boomer class design of "all i do is heal, all i do is soak damage, all i do is deal damage" needs to die in a fire. It's outdated and boring. Plus, I'm tired of the most brain dead person picking healer and then I'm forced to deal with/carry them through content because all they do is mash the same heals until they're oom (usually to the extent that they don't manage mana, because that's the caliber of player that is attracted to these singular roles).

    Imagine a game where they actually designed classes around themes, and damage was just inherent among them to certain degrees within each other. Then the only thing that would matter is the class identity and their enhanced role they bring.
    (2)
    Last edited by yaba_gabagool; 06-16-2024 at 12:48 PM.

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