PF JPs ideal healer is a potion, anything besides that is too complicated.


PF JPs ideal healer is a potion, anything besides that is too complicated.
I think the plan is to make some roles much worse than others without any consideration as to what it might do to the amount of people playing these roles.problem being.... okay, they say the healers they get are garbage.. fair. SE made them so anyone with a faint glimmer of a pulse can play them... and then expects a crop of skilled people to do it? thats not how it works
but is a DPS REALLY going to interupt their dps phases to gives heals to a party? I would say that a majority of the time no, they will not.
so SE may have done this with a plan.. but what plan? if people playing dps wanted to heal... they would play a healer.




if thats the case then they have in fact succeeded and earned their paycheque.
and soon, they will spread their success to all roles in the game
how I am all atingle with anticipation... /s
#FFXIVHEALERSTRIKE


People are complaining that Party Finder groups can't find healers.
Did the strike actually work?
The menacing aura of every Lalafell.
No yeah the one SCH who opened with 6 energy drains and blamed their cohealer (not me, I was a dps) for wiping the group in the first set of raidwides can stay in my blacklist. I'm also guilty of letting a raid wipe from trying to dps during P10S' Harrowing Hell I'M SORRY I'M PART OF THE PROBLEMThis and this, I cannot insist on how true it is.
Regarding the phys ranged shortage, it seems right now that having a phys ranged in your comp instead of double melees double casters is a loss dps wise :') , and not a small one.
No competent healers want to heal absolute disaster players in raid, be it uptime greedy melees, lost in narnia pct/smn and worst of all having to solo carry because your coheal is terrible. Litteraly everything in the current state of the game is pushing great healers out.
Who feels like breaking a sweat to carry mulitple level 100 players in expert content who wouldnt pass (and it's not an overstatement) the novice trial...
When you're in a full static it's totally fine tho, the problem is setting such a static in the current state, the overcasualization of the game really brought some "laid back" players with habits unfit for prog, in savage.
At any rate I feel like a lot of things the role's lost over the years was more due to bad experiences with a healer player as opposed to having a rough time playing healer, and the funny thing is that doing so didn't seem to have fixed the problem. Possibly made it worse even.
Last edited by Azurarok; 08-17-2024 at 04:58 AM. Reason: grammar



There's a notable shortage of physranged on EU as well. I can very easily get into PFs as DNC if they have that slot open. Quite a few don't and just go double caster because Picto can make up for the 1% lost for not including physranged.Complaints are both that parties don't want to deal with shit healers and healers don't want to deal with shit parties. There's another also claiming all the good ones get recruited into statics. Seems there's a notable shortage of physranged in some DCs right now as well.
Probably not a coincidence the JP SCH thread is discussing removing Energy Drain again, considering.


And with that, comes the very alien concept (to SE at least) of having job design which guides the player towards the 'correct' gameplay. As an example, an idea I advocate on WHM: casting spells that cost MP (Damage or Healing) could fill a gauge. That gauge could be spent on a powerful healing action. Then, using that gauge spender would grant access to Quake, Flood and Tornado (in place of Glare, Banish (new button) and Dia), as a way to refund the damage lost to casting the healing action. By making the gauge build at a much faster rate when casting healing spells instead of damage spells (eg losing damage to casting Medica2, Cure3 etc), it incentivizes the player to move from casting those damage-loss spells, to casting the 'damage neutral' gauge spender. And then the flashing buttons/the procs for Quake etc, would incentivize the player to the next step, of spending the proc to deal damage.
The issue with SE's design is that they don't often have these kinds of design systems, that nudge the player towards the 'correct gameplay'. Instead, the few times they do try to have such systems, they end up hamfisting it and it ends up like Viper: The game lights up the correct button to press and it becomes a game of 'press flashing button'
Last edited by ForsakenRoe; 08-17-2024 at 05:42 AM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





