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  1. #10511
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    I mean, what can they do? Add another damage ability on a two minute countdown? Combine our heals so we have more space on our action bars?

    The basic problem remains. Healers are both redundant and boring to play.
    Giving us a button that we press more than once per minute (or once per 2min if you're SCH/AST) would be a nice start. I think their insistence on the stance of 'healers shouldn't feel like they're forced to do damage' is hamstringing them in so many ways that they themselves might not even realize. Just accepting the idea that, if we're going to have 90% of our gameplay time in certain content be 'do a damage action', and adding more damage actions to fill that time with more variety, well, the creativity will naturally start flowing more, and they'll likely find all sorts of 'new' ways to expand the Healers and make them feel distinct from one another again

    Consider how much more active SGE would feel if Psyche was a 30s, 300p attack instead of a 60s, 600p attack. Same damage, but you use it twice as often. Or what about if we go a bit crazy with it, and have it as 150p and 15s CD, with 2 charges to help avoid overcap? And hear me out, what if we then also had it then synergize with the rest of the kit, eg by making it trigger an instance of Kardia healing? And this would then synergize with Soteria, by allowing you to get through its stacks faster and thereby push out more healing when it's needed, and then what if...

    So we can see, from a single idea, an entire design can bloom, by just following the 'and then' chain and seeing what comes of it.

    Take me for example. I'm just one forum user, but I had a crack at reworking the Healers to spice up the gameplay anyway, because, well, I thought it'd be fun to try. Take the SGE idea, I began with nothing more than the idea of 'I think it'd be cool if Kardia was an actual system to optimize around', yet after a lot of 'oh and this would be cool' feature additions/revisions, the final form of the design has ended up being a fast-paced, RPR-Enshroud-having hyper-offensive (read: appeals to a DPS player mindset) Healer job that simultaneously has a very high skill ceiling, but also being incredibly low-floor/forgiving due to having no MP cost on any of its basic GCDs. Would it be well received? Maybe, I dunno. I imagine there'd be some who'd dislike it, and some who'd like it, just as is the case for every job in the game. But I'd rather gamble on 'a non-zero number of players might dislike it' than the current 'play it safe by changing almost nothing, every time' we have been getting for some years now.

    Still waters grow stagnant. The Healer role's lack of changes mean that it, and the associated gameplay experience, is growing stagnant. Dropping a single pebble (the new attack button) into the water once per 2 years is not going to cause enough disturbance to prevent the stagnation of the water, we need either a much larger pebble (eg big changes at expansion time) or pebbles to be dropped in far more often (eg updates every patch, and no I don't mean 'Dia increased by 5' kind of changes)
    (3)
    Last edited by ForsakenRoe; 02-20-2025 at 02:48 PM.

  2. #10512
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I think their insistence on the stance of 'healers shouldn't feel like they're forced to do damage' is hamstringing them in so many ways that they themselves might not even realize. Just accepting the idea that, if we're going to have 90% of our gameplay time in certain content be 'do a damage action', and adding more damage actions to fill that time with more variety, well, the creativity will naturally start flowing more, and they'll likely find all sorts of 'new' ways to expand the Healers and make them feel distinct from one another again
    They're not even actually following their stance that they keep reiterating. Week 1 savage clears are mathematically impossible with the healers both doing 0 damage, so healers have to be doing damage anyway.

    Also the changes that they made past HW have been making it easier and easier to deal damage as a healer, so the community will start pressuring healers more and more to spend all their GCDs on damage spells.

    I still believe that if they wanted healers to not be forced to do damage, they'd keep the old system where there's actually a danger of wiping when you force the healer to do damage.
    (2)

  3. #10513
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,334
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Aravell View Post
    They're not even actually following their stance that they keep reiterating. Week 1 savage clears are mathematically impossible with the healers both doing 0 damage, so healers have to be doing damage anyway.
    I mean, it's probably possible to clear the last fight of a Savage tier, without Healers doing damage. It just requires:

    A: The team is playing at an incredibly high skill level, to be able to take advantage of raidbuffs etc. to deal enough damage to offset the lost damage from the Healers not doing any

    B: Enough gear from Tome capping, reclearing the first 3 fights for Shines/Twines to upgrade that Tome gear, and at least 8 clears of the 3rd fight to get everyone the 'Tome Weapon Upgrade Gloop (tm)'.
    This process would take literal months

    C: Requires the Healers to literally 'play wrong', and I don't just mean 'because they're not doing damage', but instead, 'not using certain tools because they include damage'. For example, a WHM can't use Assize even for healing or MP restoration, because it might clip the boss. An AST can't Star or Macrocosmos. A SGE can't use Pneuma without a target. When the argument is 'can Healer do no damage and still clear', that should mean literally zero. This would also mean no SCH Chain or AST Cards/Divination as those provide damage of a sort

    With all of that, it'd still be a very tough battle for any raid tier that isn't the current one (as this one was undertuned as all heck). But wait: the Raid Finder's Minimum Item Level for any given tier's final fight is 'the same item Level as the Crafted equipment of that patch', not the Item Level of the gear dropped in the Savage raid. So, clearly SE believes that 'Crafted set is enough to clear the tier and not be a liability to the team'. Only way that is possible is... if the Healers do damage too.
    (1)
    Last edited by ForsakenRoe; 02-20-2025 at 02:48 PM.

  4. #10514
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    C: Requires the Healers to literally 'play wrong', and I don't just mean 'because they're not doing damage', but instead, 'not using certain tools because they include damage'. For example, a WHM can't use Assize even for healing or MP restoration, because it might clip the boss. An AST can't Star or Macrocosmos. A SGE can't use Pneuma without a target. When the argument is 'can Healer do no damage and still clear', that should mean literally zero. This would also mean no SCH Chain or AST Cards/Divination as those provide damage of a sort
    Yea the argument definitely isn't about avoiding damage at all costs, but more of just standing there doing nothing instead of spamming their one attack while waiting for the boss to do raidwide damage.
    (0)

  5. #10515
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    734
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aravell View Post
    They're not even actually following their stance that they keep reiterating. Week 1 savage clears are mathematically impossible with the healers both doing 0 damage, so healers have to be doing damage anyway.

    Also the changes that they made past HW have been making it easier and easier to deal damage as a healer, so the community will start pressuring healers more and more to spend all their GCDs on damage spells.

    I still believe that if they wanted healers to not be forced to do damage, they'd keep the old system where there's actually a danger of wiping when you force the healer to do damage.
    Reminds of this little old disaster here https://forum.square-enix.com/ffxiv/...aler-to-DPS%21

    They say this but they removed the three mains things that were obstacles to healer dps. Cleric stance, accuracy and mana management. With the first two gone and the other one becoming more and more irrelevant, it is also expected that healers dps. When those three walls were up, people were a lot more understanding back then.
    (2)

  6. #10516
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    858
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    Absolutely. As healers, we don't need these oGCD except when we need to move. So, bosses have become exercises in how well you can move your character.

    But, if everyone is doing their dance right there is no need for the oGCD heals. It's a real catch-22 situation and we know CS3 isn't about to overhaul every duty and raid to correct it. Because with the amount of work it'd require, they might as well start a whole new MMO.

    So, healers are stuck. Honestly, thinking about it, I don't see CS3 changing anything for healers in 8.0.

    I mean, what can they do? Add another damage ability on a two minute countdown? Combine our heals so we have more space on our action bars?

    The basic problem remains. Healers are both redundant and boring to play.
    Dude, for sure they can do something. Give the elements of gameplay that have been suggested and mentioned approximately 2000 times. There's PLENTY to do. They just don't bother.
    (0)

  7. #10517
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,843
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Teno View Post
    Dude, for sure they can do something. Give the elements of gameplay that have been suggested and mentioned approximately 2000 times. There's PLENTY to do. They just don't bother.
    Don’t you know it’s just easier to say “We don’t know what to do with <insert job>” while also keeping their trajectory unabated—

    /s
    (0)

  8. #10518
    Player
    Kacho_Nacho's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    2,680
    Character
    Kacho Nacho
    World
    Coeurl
    Main Class
    White Mage Lv 98
    Quote Originally Posted by Teno View Post
    Dude, for sure they can do something. Give the elements of gameplay that have been suggested and mentioned approximately 2000 times. There's PLENTY to do. They just don't bother.
    When I was asking "what can they do?", I wasn't talking about all the possible changes which have been suggested by the playerbase.

    I was asking what can CS3 do within their conservative, Japanese mindset. All the things we've complained about, requested, or even did full work ups for, like Forsaken Roe's excellent stuff found in this thread found here, are being ignored because of cultural constraints.

    If we were all playing World of Warcraft and had done the healer strike there, Blizzard would have responded. They're an American company. They are used to their subscribers speaking up.

    But, Square Enix is a Japanese company.

    “出る釘は打たれる” (deru kugi wa utareru) "The nail that sticks out gets hammered down."

    It's clear we have been shouting at a brick wall.

    I used to think the developers had withdrawn into an ivory tower. Now, I see it as a Japanese culture thing and we're not going to ever get over that hurdle. Our actions and posts are an affront to them; so, we are ignored.
    (1)
    Last edited by Kacho_Nacho; 02-21-2025 at 07:32 AM. Reason: expanded thoughts for clarity

  9. #10519
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,982
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I mean, it's probably possible to clear the last fight of a Savage tier, without Healers doing damage. It just requires:
    You forgot crit fishing, the difference between your big hits critting or not can be quite large. You can see it in short phases like in ultimates, I'm sure you've had times where you kill way earlier than expected in some phases while other times it's down to the wire with just 1 healer death.
    (0)

  10. #10520
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    734
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Also they keep adding those high potency moves so it feels especially bad when you don't crit them with how the scaling works and when you compare them to other stats. I harp on piety all the time because it has the second worse scaling in terms of tiers only after determination.
    (2)

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