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  1. #8741
    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 Hyperia View Post
    What is keeping me on the sidelines, besides my toddler, is that I want to heal, not dps. I dps because I have no healing to do, this is what they need to address. We don’t want fancy new dps rotations, we want to heal, simple as that.

    If healers are struggling in raids at level 100, then that’s on them, it’s ok for healing raids to be a bit harder, so hard that healers or raids wouldn’t dare use healer dps.

    I want my one job back, healing!
    This. I started healing in Heavensward and remember having to hardcast heals in casual content to keep people alive. Dps'ing required turning Cleric Stance on and off and I did that too. We didn't have 20 instant healing abilities and yet many noobs like myself picked up a healing job and learned it, making the role more popular back then than it is now. I liked it a lot.

    The current design is unfun for someone who wants to spend the majority of the time casting heals, not throwing random instant crap at the party between dps'ing. There is nothing to cast except dps but most dps spells were removed too. It's so stupid.

    And the idea that healers in Dawntrail are failing to heal sometimes because it's "too hard" is a lie. These are players who have been conditioned to spend the majority of their casts on dps for the past 5 years and are accustomed to not having to heal anything and being carried through content by tanks even if they die. What do people think that does to player skill? When you lower the bar on the floor, there will always be some who dig a hole to pass underneath it. Years ago the playerbase managed to clear things just fine even if they had to cast some heals and think about their MP. They can do it again. The devs need to make this role engaging again, and that will cultivate healers who pay attention to their primary role because it's engaging.
    (6)

  2. #8742
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,308
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Bobby66 View Post
    Your examples do not impact the entire role. If they equalized both tank and healer damage that would be a huge increase in damage across the board. Sure you cannot 100% save older content but making it far more trivial is not the answer either.

    I still stand by equailzing the damage is not the answer. Would rather they swap the damage percentages so tanks do what healers do now and healers do what tanks do now.

    But increasing the damage of healers without increasing the healing requirements will not change much if anything.
    It doesn't have to be entirely just buffs to Healers, they can also bring down Tank DPS and have the two meet halfway, but that's even more work.

    But "Having jobs be balanced would break the difficulty" is not really a good argument.


    So they could just take the loss, drop the difficulty in older and at the moment current content, in order to make future content with properly designed balance between the roles instead of the absolute randomness we have now where some roles are just worse because fuck the players who want to play these roles.
    (2)

  3. #8743
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Mortex View Post
    You do know that if the item lvl you have is 100 higher then the synced ilvl you get more stats when you take old bis for these fights ? Older content in general is trivialised if the over 80 deaths ucob is clear is a indicator.
    Quote Originally Posted by Bobby66 View Post
    If they equalized both tank and healer damage that would be a huge increase in damage across the board. Sure you cannot 100% save older content but making it far more trivial is not the answer either.
    My point was that SE doesn't give a damn about older content being trivialized. Between potency adjustments, poor ilvl synch, retroactively adding in new skills and systems, etc. the only way to save it at all would be an entire rework of the game from the ground up at this point, which isn't going to happen. Would it be nice if they did? Sure, but I'm not going to hold my breath on it either.
    (1)

  4. #8744
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by Supersnow845 View Post




    It's so gratifying to see all the trolls who popped in to thank us strikers for their healer insta-ques followed through. /sarcasm

    Even though they may not have posted this thread nor joined our Discord, I wish to thank all the players no longer playing their healers for their support of #FFXIVHEALERSTRIKE in spirit. May the green river flow all expansion!
    (7)

  5. #8745
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    It's so gratifying to see all the trolls who popped in to thank us strikers for their healer insta-ques followed through. /sarcasm

    Even though they may not have posted this thread nor joined our Discord, I wish to thank all the players no longer playing their healers for their support of #FFXIVHEALERSTRIKE in spirit. May the green river flow all expansion!
    Well hopefully not all expansion. They could implement a few simple damage rotation changes in 7.1 that make healers a lot more fun to play. It wouldn't even take that much.
    (2)

  6. #8746
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    548
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GartredZW View Post
    Well hopefully not all expansion. They could implement a few simple damage rotation changes in 7.1 that make healers a lot more fun to play. It wouldn't even take that much.
    Nah, it should continue until they make healing a thing again, or just remove healers entirely. That would also solve the problem.
    (1)

  7. #8747
    Player
    GartredZW's Avatar
    Join Date
    Jan 2024
    Posts
    259
    Character
    Gartred Runecaster
    World
    Diabolos
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    Nah, it should continue until they make healing a thing again, or just remove healers entirely. That would also solve the problem.
    We've been over this many times before. Making encounters require more healing could only apply to newer content, and would throw a wrench into the design philosophy they've honed over all these years. If all they do is make more healing required, then old content would still have all of these issues with healer design.
    So what do we do to solve healers being boring 90% of the time? Give them more to do within that 90%. You never see Tanks complaining that they never have a reason to use their mitigation or tank swaps in normal mode bosses because they've got an actual rotation to keep them occupied. When you have a decent damaging rotation to focus on while no one needs healing, you're not even going to care that there's no outgoing damage.
    And like I said, this would apply to all levels. Not just level 101+
    Yeah, I want more opportunities to heal, especially at lower levels, but I also don't want to have to do constant healing maintenance, because that means just missing a couple GCDs to dodge a mechanic could risk the whole party dying. Yeah, there's a spectrum between the two extremes, but again, Where we draw the line would take a lot more development time and energy than just giving healers two or three more damage buttons.

    Also nerf tank self-sustain. It's way too out of hand.
    (11)

  8. #8748
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,314
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    Nah, it should continue until they make healing a thing again, or just remove healers entirely. That would also solve the problem.
    A bait and switch changing the game from Trinity to whatever your suggesting is not a solution 11 years into the game's release.
    (3)

  9. #8749
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,693
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 99
    Quote Originally Posted by ZephyrMenodora View Post
    A bait and switch changing the game from Trinity to whatever your suggesting is not a solution 11 years into the game's release.
    Definitely! We bought FFXIV and its expansions because we wanted to play in a trinity based game. Dropping the trinity model is not an acceptable solution and will result in may players feeling betrayed.

    Individuals who feel this way will leave the game and word will spread to avoid games by Square Enix. This will hurt Square Enix's reputation and bottom line across all their games. Once a customer's trust is betrayed, it takes way more effort and money to bring them back.

    It's far better for Square Enix to bring in playtesters for the content, hire people specifically to be role advocates, and listen to their objective feedback, than it is to drop healers all together.
    (3)

  10. #8750
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    548
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by GartredZW View Post
    <Snip>
    So we just don't do something because it'd take time? Because it might be hard? Talk about laziness. Someone once told me "If something is worth doing at all then it's worth doing properly" and I hold it to be true. If healing if worth fixing, then healing is worth fixing, not dps. And if fixing healing means going back and rebalancing content then so be it. When I look back on previous content I see healing really start going downhill when tanks start getting increasing amounts of self-healing and damage stops outpacing mitigation by any appreciable margin, the natural result of which is the reduced need for healing, I also see a reduction in interruptible attacks and esuna-able effects during the same period which further compounds the issue.

    If they're going to take maintenance healing to the level that missing five seconds to do a mechanic would result in deaths then they should make that mechanic such that there is no additional healing requirement during it, i.e. There is no unavoidable damage (autos included) while the mechanic is playing out. It's really not that hard. Would fixing healing run against current dungeon/encounter design? Possibly. But that's the devs own fault, thus it's their job, their responsibility, to fix it and I will give them no leeway or forgiveness for what is ultimately a dereliction of that duty and responsibility, nor should I, or anyone else give them carte blanche to destroy any role in this game the way they have been healers. To do so is simply to permit, even ask for, more of the same and 876 pages says we've had enough, it's time we acted as such and drove that message home to CBU3.

    Quote Originally Posted by ZephyrMenodora View Post
    A bait and switch changing the game from Trinity to whatever your suggesting is not a solution 11 years into the game's release.
    And this... Why not? Is that not exactly what the devs have spent three expansions of expanding tank and dps self-sustain and sidelining healers doing? At this point the duty finder healer requirement is mostly a formality in 70+ content. Even going up to savage and some ultimates, the "bait and switch" is already happening, why not formalise it? It's not even that hard, just push tank self-sustain skills down the level range a bit and give them a bit of a buff, make every mitigation come with a heal and/or regen and/or healing buff and you're there. Job done, money due.

    But, for the record, I do not advocate this course of action. I simply see it as the logical progression of FF14's design for the last three or more years and, in case it's unclear, I find it thoroughly detestable.
    (1)
    Last edited by Alice_Rivers; 08-22-2024 at 05:19 AM. Reason: Missed some words.

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