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  1. #1
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,459
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Fuzzout View Post
    Something like - remove passive regen of job gauge and have the healer rotation be executed a certain way to generate job gauge. Although looking back on what I wrote - this might be an unpopular opinion.
    Personally, my biggest suggestion has been and still is to give Healers attacks that use the Job gauges and mechanics... Since without a need to heal, there's no way to engage with them in a positive manner.

    SCH has Energy Drain, which at 100 potency kinda sucks, but it makes them one of the best designed healers as they can always make full use of all of their Aetherflows.
    AST Cards, most of them suck. 3 of them are useless (Arrow, Ewer and Lady of Crowns) and 2 are situational at best (Bole and Spire). The only good cards are Balance, Spear and Lord of Crowns. So you're guaranteed to be able to play 1 or 2 card out of the 4 you get every 60 seconds.

    But the two worst offenders...
    WHM Lilies you need to wait for people damage to get any use out of your Lilies, and even then Assize and Tetragrammaton are superior alternatives to Rapture and Solace.
    SGE you need to use Addersgalls to regen MP to spam more Dosis, even if there is nothing to heal with Druchole or Ixochole.
    (0)

  2. #2
    Player
    Sotaris's Avatar
    Join Date
    Apr 2018
    Posts
    2,185
    Character
    Meluwen Nobu
    World
    Lich
    Main Class
    White Mage Lv 100
    How's the strike going? Can't say I've noticed any differences on queues on Light DC though.
    (0)

  3. #3
    Player
    Manamaru's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    128
    Character
    Manamaru Singen
    World
    Siren
    Main Class
    Samurai Lv 100
    So through some experience playing pictomancer and getting a feel for it, I can definitely see and say where some things could be outright copied and applied to healers.

    For one, the simplified (and optionally) one button rotation for gcd damage casts. For all classes that could very easily become a core staple. The next is that finishing the rotation procs something. For an example with white mage, I think it should proc another gauge slot up to 4 slots that could be held onto for an OGCD burst.

    For Astro, I think something similar could be implemented but through the idea of wanting to play your hand in order to proc something that could be a card related OGCD move that deals damage. That might involve reconfiguring draw, but that’s a rough idea.

    Haven’t thought of anything in relation to scholar and sage, but the same OGCD proc could be applied and themed around the job. Sch being fairy or fae based, while sage just makes me think of a shmup
    (5)

  4. #4
    Player
    MAD_ARCHITECT's Avatar
    Join Date
    Sep 2016
    Location
    HELL
    Posts
    14
    Character
    Doctor Maurer
    World
    Cactuar
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Manamaru View Post
    So through some experience playing pictomancer and getting a feel for it, I can definitely see and say where some things could be outright copied and applied to healers.

    For one, the simplified (and optionally) one button rotation for gcd damage casts. For all classes that could very easily become a core staple. The next is that finishing the rotation procs something.
    What a truly dismal thing you've made me recognize.

    Square Enix could have easily given healers a rotating skill that uses our single button press to cast different but similar skills in a sequence, with different VFX, names, and potencies just like the primary filler Pictomancer attack. You'd still be pressing 11111111 to do your damage, but you would have 1) some VISUAL VARIANCE to look at for 80% of your button presses for the first time since 2019, and 2) there would be room for at least a tiny bit of skill expression, whereas 3) if you don't care about that you can still heal the party and do damage successfully exactly the same as you can now. Everyone wins.

    At this point, even that, even without the procs Pictomancer enjoys, would be such a massive improvement to the stale visuals and gameplay of the healer jobs. But no, not even that much for the healers.
    (11)

  5. #5
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,080
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by MAD_ARCHITECT View Post
    What a truly dismal thing you've made me recognize.

    Square Enix could have easily given healers a rotating skill that uses our single button press to cast different but similar skills in a sequence, with different VFX, names, and potencies just like the primary filler Pictomancer attack. You'd still be pressing 11111111 to do your damage, but you would have 1) some VISUAL VARIANCE to look at for 80% of your button presses for the first time since 2019, and 2) there would be room for at least a tiny bit of skill expression, whereas 3) if you don't care about that you can still heal the party and do damage successfully exactly the same as you can now. Everyone wins.

    At this point, even that, even without the procs Pictomancer enjoys, would be such a massive improvement to the stale visuals and gameplay of the healer jobs. But no, not even that much for the healers.
    Even something simple like "Your 1 spam generates job gauge for an instant GCD cast" would add a lot to skill expression since you could at least plan your movements around your job gauge levels and further optimize that way.

    Hell, they could literally just give us a mini-summoner rotation that comes off CD every 30s, one nuke into instacast GCD with OGCD skill to weave between casts, give it two charges so you don't have to pop it immediately and you can pick times where outgoing damage is low to use it.

    All we really need is *something* to look at other than our 1 button nuke
    (9)

    Watching forum drama be like

  6. #6
    Player
    itsnep's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Clarisse Ichor
    World
    Marilith
    Main Class
    Dark Knight Lv 99
    I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
    (2)
    Last edited by itsnep; 07-02-2024 at 11:46 PM.

  7. #7
    Player
    Grann-Goro's Avatar
    Join Date
    Mar 2017
    Posts
    246
    Character
    Grann Goro
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Quote Originally Posted by itsnep View Post
    I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
    Yes it should (except of course if the death of the healer happens when the ennemy is almost dead). That's why the healer is here in the first place. He/she is the lung of the team. He/she provides the vital oxygen.
    However the other party members should be able to do more in order to prevent the healer from dying when he/she is in danger. The healer isn't supposed to bear the life of the team alone.
    That's why "one-shot mecanics" are not really good in my opinion... It's too stressful for the healer, and by extend the for whole team, who has to pray for the healer to survive.
    (15)
    Last edited by Grann-Goro; 07-03-2024 at 06:10 AM.
    Retired healer

  8. #8
    Player
    itsnep's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Clarisse Ichor
    World
    Marilith
    Main Class
    Dark Knight Lv 99
    Quote Originally Posted by Grann-Goro View Post
    Yes it should (except of course if the death of the healer happens when the ennemy is almost dead). That's why the healer is here in the first place. He/she is the lung of the team. He/she provides the vital oxygen.
    However the other party members should be able to do more in order to prevent the healer from dying when he/she is in danger. The healer isn't supposed to bear the life of the team alone.
    That's why "one-shot mecanics" are not really good in my opinion... It's too stressful for the healer, and by extend the whole team who has to pray for the healer to survive.
    sure, if the boss is at full or even half health and the healer dies i don't expect the rest of the team to solo it, but as a tank i should be given enough sustain to be able to finish the fight after a certain threshold is met. dark knight gets virtually nothing but mitigation, and it even has less than other tanks. it's incredibly frustrating to get through a tough bout only for the healer to die close enough to the end but still a little too early to reliably finish off a boss, even more so if they can't get a grasp on the mechanics after dying to them multiple times. do you think if your white mage dies in a classic final fantasy title you shouldn't be able to beat the boss there either? to that extent phoenix downs should be usable in combat. genuinely has always frustrated me that they are in the game yet ridiculously limited despite being such an iconic part of the series.
    (0)

  9. #9
    Player
    Grann-Goro's Avatar
    Join Date
    Mar 2017
    Posts
    246
    Character
    Grann Goro
    World
    Ragnarok
    Main Class
    Paladin Lv 90
    Quote Originally Posted by itsnep View Post
    sure, if the boss is at full or even half health and the healer dies i don't expect the rest of the team to solo it, but as a tank i should be given enough sustain to be able to finish the fight after a certain threshold is met. dark knight gets virtually nothing but mitigation, and it even has less than other tanks. it's incredibly frustrating to get through a tough bout only for the healer to die close enough to the end but still a little too early to reliably finish off a boss, even more so if they can't get a grasp on the mechanics after dying to them multiple times. do you think if your white mage dies in a classic final fantasy title you shouldn't be able to beat the boss there either? to that extent phoenix downs should be usable in combat. genuinely has always frustrated me that they are in the game yet ridiculously limited despite being such an iconic part of the series.
    Yup, I agree with you about this ! ^_^
    As long as each player is limited to one phoenix down in his bag and/or it has a cast time, I don't think it would be overpowered.

    In my opinion, there is a quite big flaw in FFXIV boss-design from the very beginning : the fact that only healers can rez (almost) combined with one-shot mecanics everywhere.
    Because of this, we can regularly see two opposite scenarios, but none of them is good :

    Case number 1 : if the healer dies, the team dies.
    Like I said before, this scenario is very frustrating for DPS and tanks if the healer dies on a one-shot mecanic, because they have to accept the fight must start over, even if they did nothing wrong. They just couldn't do anything to save their healer and they can't rez him/her either.

    Case number 2 : the team can survive without the healer (that's what we see now when the tank is a paladin or a warrior).
    This time, it's very frustrating for the healer, because he/she loses his/her role, and in addition to this he/she must accept to purely stop playing and miss the fight entirely if he/she ever dies. The team will just continue the fight whitout him/her (because they can !), plus they can't rez him/her.
    (9)
    Last edited by Grann-Goro; 07-03-2024 at 01:00 AM.
    Retired healer

  10. #10
    Player
    itsnep's Avatar
    Join Date
    Jul 2024
    Posts
    3
    Character
    Clarisse Ichor
    World
    Marilith
    Main Class
    Dark Knight Lv 99
    Quote Originally Posted by Grann-Goro View Post
    Yup, I agree with you about this ! ^_^
    As long as each player is limited to one phoenix down in his bag and/or has a cast time, I don't think it would be overpowered.

    In my opinion, there is a quite big flaw in FFXIV boss-design from the very beginning : the fact that only healers can rez (almost) combined with one-shot mecanics everywhere.
    Because of this, we can regularly see two opposite scenarios, but none of them is good :

    Case number 1 : if the healer dies, the team dies.
    Like I said before, the scenario is very frustrating for DPS and tanks if the healer dies on a one-shot mecanic, because they have to accept the fight must start over, even if they did nothing wrong. They just couldn't do nothing to save their healer and they can't rez him/her either.

    Case number 2 : the team can survive without the healer (that's what we see now when the tank is a paladin or a warrior).
    This time, it's very frustrating for the healer, because he/she loses his/her role, and in addition to this he/she must accept to purely stop playing and miss the fight entirely if he/she ever dies on a one-shot mecanic. The team will just continue the fight whitout him/her (because they can !), plus they can't rez him/her.
    that's entirely fair. maybe turn the down into a one-use key item per duty.

    i definitely get the healer perspective, and i didn't realize it was as bad as it was until skimming through this thread. i've really only played the classes at lower levels (60 max). my experience as a tank is mostly as a dark knight so i am used to needing my support to be on top of things, and figured the only difference between jobs was that the healer had a slightly easier workload.

    my fear now is that what little bit of regen i got this expac will be taken away lol.
    (2)

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