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  1. #8191
    Player
    Striker44's Avatar
    Join Date
    Jan 2022
    Location
    Uldah
    Posts
    1,150
    Character
    Elmind Exilus
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Ritsugamesh View Post
    This is absolutely damning really. How can this be considered successful game design? A game's development is supposed to make things better and more engaging, that's just an absolute lobotomy job.
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    (2)
    Last edited by Striker44; 08-08-2024 at 10:40 AM.

  2. #8192
    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 Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    thats all fine and well, and I agree. if I wanted to dps I would play a dps.

    so... if my two buttons are meant as "filler"..... why is my filler taking up 90% of my time playing?
    (16)
    #FFXIVHEALERSTRIKE

  3. #8193
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,828
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.

    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)

    (Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
    We went from no skill taking up more than 20% of our total actions to broil taking up over 70%

    We didn’t substitute the DPS rotation for a plethora of healing skills, we heal less than we used to and our filler rotation is beige garbage. How long are people going to push this. Our button inputs aren’t even remotely balanced with the old design just because we got more oGCD heals because we never need to press this

    And also if you don’t want to learn a rotation to play a healer why no leverage that same argument against tanks. Why am I not allowed to sit there and spam flash, my job is holding agro not doing damage
    (16)

  4. #8194
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    485
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Striker44 View Post
    No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
    Tools that go completely wasted in most content. Even in savage. I don't need the kit I have.

    Please apply this logic to tanks. They should focus on tanking. Remove their entire dps rotation for a filler and dot. Then give them 20 buttons of mitigation that do the same thing. Now don't actually change content to warrant needing those buttons.
    Finally, make it so the healers and dps do all the mit for you.
    (14)

  5. #8195
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    would be consequent.
    Healer needs to heal.
    Damage Dealer needs to deal damage
    and Tanks just needs to tank.
    No need for all the attack buttons
    (2)

  6. #8196
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    564
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I want my dps filler to be filler, I want doing dps to be a reward for being good at healing, but in order for that to be a thing I have to do healing that isn't a complete waste of time and resources. I just did a run of the level 95 dungeon and the WAR did more healing than I did, it's actually at the point where I might pre-empt damage but after it goes out I look to the WAR to heal before I do, how can anyone think this is good design?
    (12)

  7. #8197
    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 Alice_Rivers View Post
    I want my dps filler to be filler, I want doing dps to be a reward for being good at healing, but in order for that to be a thing I have to do healing that isn't a complete waste of time and resources. I just did a run of the level 95 dungeon and the WAR did more healing than I did, it's actually at the point where I might pre-empt damage but after it goes out I look to the WAR to heal before I do, how can anyone think this is good design?
    I would really love to be able to like this more than once.... stupid forums
    (0)
    #FFXIVHEALERSTRIKE

  8. #8198
    Player
    Ayalu's Avatar
    Join Date
    Jun 2024
    Location
    Shayalan
    Posts
    271
    Character
    Ayalu Jeji
    World
    Moogle
    Main Class
    Scholar Lv 100
    we all know almost all classes have a design problem in one way or the other and in general with over simplification and homogenisation.
    In case of Healer we face the problem that we are a Role that doesnt have a lot DPS options as our task isnt to do damage much damage which inutself Solo openworld play aside would be fine.
    BUT we are a Role that gets mostly active when mistakes and error happen while the game gets design with a utter fear of fail points, expressed by overly strong tanks and more accesible heals on non-healers. This is a problem in design.

    I wouldnt even say we need more Damage abilties BUT we need something else than just spamming the Attack button.
    Logicaly would be something like keeping up meaningfull buffs and other utility mechanics. But the utter streamlining made most forms of abilties that dont directly do damage, reduce damage or revert damage or buff damage non existent.

    Astrologian could have proper 6 different cards with 6 different buff/effects, i know a novel concept.
    White Mage could maybe place more Elemental Liturgies with different effects.
    Scholar - is a war strategist so maybe they could have a ability shares buffs from allies wich synergizes with other supporter. And other idea would be more placeable minigation and utility fields. When Picto can have buff fields then so can the Healers.
    Sage is suppose to be the offensive Healer so grant them there DoT gameplay that also stacks.
    (1)
    Last edited by Ayalu; 08-08-2024 at 12:00 PM.

  9. #8199
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by OliviaLugria View Post
    Tools that go completely wasted in most content. Even in savage. I don't need the kit I have.

    Please apply this logic to tanks. They should focus on tanking. Remove their entire dps rotation for a filler and dot. Then give them 20 buttons of mitigation that do the same thing. Now don't actually change content to warrant needing those buttons.
    Finally, make it so the healers and dps do all the mit for you.
    Remember, healers who legitimately think like that person want the entire skill ceiling crushed downwards so you don't even have the option of having to "focus healing". Notice how they cite things that are nebulous and don't matter in the context of how XIV is actually played? No, just "healers are supposed to heal" and " if I want to DPS, I would play DPS." These strawmen have been knocked down since Heavensward, and if you looked at....most other games that has a healer role in and out of this genre, they are in fact, allowed to have some kind of engaging non-healer gameplay.

    A literal zero sum game. Cannot believe there is a functional human being walking the earth who is essentially saying "What if I need to spam Succor on the world's most recent raidwide + tankbuster" in the first twenty seconds of the fight. Or be absolutely BELABORED by having to apply, not even manage, more than a single DoT over just being a filler spam bot. At least actual bots don't peddle nonsense.

    Don't look at the GNB/old DRK openers! Might be forced to realize the cognitive dissonance of the NON-DPS JOBS having some of the HIGHEST openers in the game of pure damage output and APM when you focus on ROLES and not HOW SOMETHING ACTUALLY PLAYS.
    (10)
    Last edited by OdinelStarrei; 08-08-2024 at 12:09 PM.

  10. #8200
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,184
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Striker44 View Post
    To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful.
    Well, you should be pleased to know that's a beautiful strawman argument. I've yet to see anyone who actually understands FFXIV's encounters and job design say that healers need to or ought to learn "a full DPS rotation."

    It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.
    The OG FF1 White Mage/Wizard could wield hammers, daggers, and the strongest sword in the game. They had access to Harm 1-4, Dia 1-4, and Holy. Which is to say nothing of the fact that FFXIV's own lore puts White Mages in a position of contributing to a bona fide calamity. Or the fact that FFIV's Rosa had Aim, a unique damage skill. Or the fact that FFX's Yuna was a summoner.
    (10)

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