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  1. #7531
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Kijok View Post
    I've joined in early ShB so I can't say anything about that. I can say that SCH was more interesting to play at that time than it is now. Now it feels just... clunky I guess.
    That's all I really want, jobs that are interesting to play (like they used to be). I wish the devs had not simplified jobs this much and then acted condescending as if players not doing ultimates is the reason why some of us don't like their job reworks. Many other jobs were better in that era too, like DRK.
    (3)

  2. #7532
    Player
    AddictedToWitches's Avatar
    Join Date
    Oct 2018
    Posts
    182
    Character
    Koko Goro
    World
    Excalibur
    Main Class
    Viper Lv 100
    755 pages now and it's still all aguing
    TBH
    >gut tank sustain/healing across the board, keeping things like heart of corundum as the bare MAXIMUM,
    >prune healers' 10 billion buttons that all do variations of the same healing, keep mitigations, give incentive to actually use GCD heals other than as a panic button after you've fat fingered every other cooldown
    >give healers like 2 more damage buttons, make it a combo like picto spells or something so they can at least pretend they are doing something different in damage rotation
    >prune support skills from a bunch of DPS and give them to healers. Healers then have more different things they can do to aid the party other than pure healing and damage
    there, I fixed healing, it's fun again
    (7)

  3. #7533
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by Reinha View Post
    Extremes give 15 tomes per kill. The devs should increase that by tenfold if they want me to avoid dungeons, so I can cap tomes with the limited time I have. Until then, I'll continue to give feedback on dungeons where people of all skill levels are heavily encouraged to farm their weekly tomes.

    Additionally, healing dungeons in ARR-HW was more fun than healing EW savage encounters was for me, and I doubt anyone is going to say ARR dungeons were savage difficulty. Any suggestions to "go play harder content" are misguided because it has nothing to do with content difficulty. It's mostly a job design problem and playing other content doesn't change how the job plays. Can the devs give me 5 buttons for single target dps and less oGCD heals and more interesting AST cards when I zone in front of a savage boss? No? Then doing harder content changes nothing and I'm still spamming one button most of the time.

    Jobs should be fun to play in a standard comp with random players in all content. Why should healers be the only role who have to go through the recruitment process for a static or sit in PF just to do a dungeon and then convince other people to do gimmick runs just to cope with the boredom of their rotation? That's completely absurd. Before telling the player who is not having fun they are playing the wrong content in the wrong way, you need to acknowledge that healing used to be fun in a standard comp with random players in all content. I'm not "too skilled" to enjoy healing. I'm not too "dps oriented" to enjoy healing. The healing jobs changed, not me.
    Agreed that EX trials should give more tomestones per kill.

    How much of the fun you had back in ARR was because you were new to the game and still learning how things worked, how to improve as a player?

    Saying all content should always be fun for every player with a standard comp is just as ignorant as someone saying content can't be cleared unless using the meta. So much depends on the individual skill of a player in their chosen job. What works for one party may not work for the next that has members with different skill levels using different jobs.

    The game is not one size fits all. Find what fits for you and your friends then play that way.

    I said it before. That SE has not been making changes to healing in the direction that you and others are asking for after 6 years of feedback makes it very unlikely they're going to change directions now. Unlike you, they have to consider what is going to work for everyone and not just the highly skilled players doing content not intended for their skill level.

    You can keep leaving your feedback, of course. But what are you doing to have fun while waiting to find out if and how SE will respond to it?
    (2)

  4. #7534
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,308
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Tank heals aren't the issue.
    Enemy damage isn't the issue.

    Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.

    To actually fix it, they'll have to actually give healers something more to do.
    (1)

  5. #7535
    Player
    EponaTBHSMH's Avatar
    Join Date
    Oct 2016
    Posts
    160
    Character
    Gyalva Guillen
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Tank heals aren't the issue.
    Enemy damage isn't the issue.

    Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.

    To actually fix it, they'll have to actually give healers something more to do.
    I'm still confused by that cuz, I mean there's a lot of pages in this thread so its hard to follow, but last time I asked if this would be solved by giving healers more DPS buttons, I was told its not that simple, and I was told something about making healing "meaningful"

    I really still have trouble narrowing down what healers truly want after 700 pages
    (1)

  6. #7536
    Player
    PercibelTheren's Avatar
    Join Date
    May 2023
    Location
    Limsa Lominsa
    Posts
    1,035
    Character
    Percibel Theren
    World
    Zodiark
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Kijok View Post
    Then why in the content I'm playing I have to jiggle every single ability in my healers kit and still see other players die while all of my skills are on cd?
    Couple possible reasons:

    - people running around in grey MSQ gear
    - people eating avoidable damage
    - DPS and tanks allergic to using their mitigations and self-heals
    - trash in dungeon not dying fast enough due to low DPS
    - in 8 player content, possibly a garbage co-healer (this one is only an issue until you outgear the content, at which point you can solo heal most Extremes and many Savage floors without being particularly skilled)
    (4)

  7. #7537
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,026
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jojoya View Post
    If Savage/Ultimate raiders want to see jobs + normal content changed to make it more interesting for them, then the average player has every right to turn around and ask the developers to make jobs + Savage/Ultimate interesting for them. Is that what you want?
    This line is incredibly stupid because you're implying that all jobs should only cater to casual players and high skilled players can just go pound sand.

    Also, savage has already gotten much easier over time. While older savages were more execution-based, modern savage is mostly puzzle fights, so literally anyone can clear it if they know the answer to the puzzle.

    So I don't know what else can be taken from us at this point.
    (6)

  8. #7538
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,091
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Tank heals aren't the issue.
    Enemy damage isn't the issue.

    Even if you just fixed those two, what you'd end with is spamming Cure instead of Glare, or other jobs equivalents. It's still the same lack of actual gameplay.

    To actually fix it, they'll have to actually give healers something more to do.
    Why do we need more game play than we already have? It's more than what DPS get.

    We need to heal someone? We have more than one single target heal to use. We need to heal multiple party members at the same time? We have more than one AoE heal to use.

    We need to react to mechanics just as DPS do (or don't since we can always rez them if they try to greed and fail).

    We need to watch the boss HP and cast bar to time our use of our more powerful cooldown when needed.

    We need to watch party member HP, buffs and debuffs to know when healing is needed and how much, to know if Esuna is needed.

    The exceptional healers are even watching where party members are standing so they can Rescue them if needed and available.

    DPS game play already stops short of where healer game play does. Why aren't we hearing complaints about a lack of DPS game play?

    The big difference between the two is that the DPS experience is generally consistent. They rarely need to alter their focus while the healer does frequently if not constantly. The healer experience varies depending on other in the party. Skilled players mean only needing to worry about unavoidable damage. One or more lesser skill players means needing to keep more constant watch on the party (is the less skilled player standing in mechanics, are they stacking on others when they should be standing apart so more party members need healing, etc.).

    That is why SE has to use caution in designing healer responsibility in normal content. Not only does the healer need to be able to adjust to what the party is doing, different healers have different reaction times based on their own skill and familiarity with the content. That is expected in normal content that is meant for everyone while in more difficult content, players are already expected to understand how to play their job and react to mechanics correctly (outside of a short learning period when they first start working on the content progression). That allows SE to increase expected healer responsibilities in that content, theoretically creating a better game play experience for good healers.
    (1)

  9. #7539
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,979
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Aravell View Post
    So I don't know what else can be taken from us at this point.
    inb4 Bardam 2nd Boss (Savage) lmao.
    (0)

  10. #7540
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    652
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by EponaTBHSMH View Post
    I'm still confused by that cuz, I mean there's a lot of pages in this thread so its hard to follow, but last time I asked if this would be solved by giving healers more DPS buttons, I was told its not that simple, and I was told something about making healing "meaningful"

    I really still have trouble narrowing down what healers truly want after 700 pages
    There's 2 major issues; healers end up pressing a singular button over and over, and that their presence could largely be removed with little loss outside people standing in the orange.

    You could fix the latter problem by nerfing or removing non-healer heals, although that brings in the ire of those who main those jobs for removing a tool they may enjoy, not an ideal fix. You could instead increase the amount of unavoidable damage that any piece of content does, but now you're at the mercy of people making sure they actually use those abilities rather than dumping all that responsibility on the healer, who may not be able to keep up with that extra damage that may be tuned for those extra heals from non-healers.

    The fix for this isn't as simple as choosing one over the other, you'll have to take small doses of both; slight nerfs to non-healer heals (primarily WAR, followed by PLD), a slight increase in incoming damage (unavoidable damage in particular), and personally, a slight hit to tank defence (that's a discussion for another time).

    For fixing the constant nuke presses, every oGCD used is a GCD heal not used, that GCD then gets spent on the primary nuke in its place, so it stands to reason that the less oGCDs we have access to, the more valuable our GCDs end up becoming, and the less we press the nuke. This has the problem of course of removing the heal potential that some older mechanics may have been tuned for, so we can't just remove oGCDs outright, but we could potentially nerf their availability with longer cooldowns or stricter resources.

    Another fix for the constant pressing of the singular nuke is the ever popular DPS rotation; every healer gets a handful of unique attack spells that defines a playstyle rather than having them all copy-paste the nuke + DoT combo. This has its own issues in that some healers have very bloated kits as it is and may not have the room for more than 1 or 2 extra attack spells.

    Like with the healing fixes, this likely needs a combination of both fixes; curb a handful of oGCD heals to make room for damage spells while also making the GCD heals more valuable in the process. This is a harder thing to fix as there'd likely need to be tests with older content to make sure those old heal checks can still be surpassed with any major changes to the healing kit.

    "What healers truly want" is ultimately going to be very difficult because everyone has individual ideas and preferences on what they want; some are happy to just have an extra damage button or two, some just want more incoming damage to heal, while others want everything in between. You can't really "narrow down" what potentially thousands of players want; but you can pinpoint what they don't want, and we can at least point to the current healers and say "not that".

    All this to say; yeah it's not simple fixes and people have different priorities in what they like about healers. You can blame Square for this after now 3 expansions of poorly designed healers.
    (11)
    Last edited by TheDustyOne; 07-23-2024 at 08:27 PM.
    #FFXIVHEALERSTRIKE
    Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
    1. An engaging DPS kit beyond a nuke and DoT.
    2. Increased incoming damage so we have more to heal.
    3. Distinctive playstyles amongst the healers.
    4. Some nerfs to non-healer heals, we shouldn't be replaceable.

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