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  1. #1
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    885
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Nero-Voidstails View Post
    I must apologize first English isn't my first language so be kind to me thanks you.

    so my complain is simple and I think no one speak about it really due to the community kinda being butthole about it so I will still say it.


    why do we get more DPS? why I aren't getting more heal? why cant I heal I don't say to just heal no but like I play the ROLE heal because I wanna heal if I want to be a DPS I will go play the DPS role.


    I play healer in multiple game since we'll always I love to see those big green number or those big shield it's amazing to see those but when I just have to slap a Regen and DPS I don't feel engaged toy role it feel... wrong you know?


    sage does DPS to heal fine I take it I also enjoy it but like all healer should be like that but can't heal while doing DPS? it feel wrong once more white mage use holy magic or non elemental but is all about heal and decent DPS as you cast those heal speaking about the Rose.


    scholar is a smartass and have a fairy girlfriend(take this as a joke) but the fairy is the main mech in here so why is it so bad and barely do anything? I should be able to have to fairy does buff and all while I cast my aetherflow or shield the fairy should be doing decent healing as you order her. make seraph better like a permanent summon instead I always forgot she's a thing x).
    but what I mean her is the fairy should do more you know.


    astro is all about fate and space so as it is right now I don't have much to say other then maybe having both stance back since we still have neutral sect




    back to the point is that I play healer for the fat green number not to simply DPS I feel like the more we go the more useless the healer role become when we are told go do extreme and savage. I just find it a shitty response like I want harder job to learn and master and feel unique not a copy and paste tanks having to much healing is also super crap because well glare broil or whatever healer you are. just make me feel I am playimg the role I am not a bad DPS.


    thanks you all for reading may you all have a nice day
    Healers in FFXIV have always been green dps, period. This is how people like it and have played FFXIV since ARR. Heck, even in WoW they're strongly veering towards the support design, with a lot of offensive options and a good healer being recognizable by his ability to pump out dps while healing. Even the MDI (huge official pve tournament in dungeons with very fierce competition and high cash prize) had healers removed in some dungeons and comps, despite the need for healing being 100x times that of any fight FFXIV will ever have.

    Tank/Heal/Dps is a relic of the past.
    Staring at hp bars for the entire duration of the fight is also a thing of the past, something even devs acknowledge.
    (1)
    Last edited by Teno; 06-17-2024 at 11:12 PM.

  2. #2
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,208
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by GrimGale View Post
    Because it says "spam dps when NOT casting heals." The hall of the noice does tell you it's your first duty to heal. But they also don't want you to stand idle when your team is not in danger. Not sure how that equals you should have anxiety about doing DPS.
    Also, not sure what you think Forum wants when they ask for "DPS rotations". The suggestions here are quite simple. It's either adding an extra DoT to manage, which is not exactly stressful considering you have plenty of time to let it run its course, or just add another button to break down the monotoy of the Nuke spam. Nobody has ever asked for DPS job level of rotation that'd be insane. Not even tanks have those.
    Isn’t that essentially what they’re doing though? Sage gets a new on-demand aoe DoT, White Mage gets…that thing it does instead of Glare, Scholar and Astrologian get a new attack ability (on a 120s cool-down lol). Wouldn’t those abilities only require minor tweaks (i.e not being tied to a 120s cool-down lol) to fit those criteria?

    I’m not asking to be facetious or dismissive either which I know can be quite common sometimes on the forum lol. I’m just trying to better my understanding of the issue(s). Like, would it be enough if they made the two new DoTs on Sage/Scholar or the new attacks for White Mage / Astrologian into actual GCDs with MP costs?
    (0)
    Last edited by Connor; 06-18-2024 at 05:46 AM.

  3. #3
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Connor View Post
    Isn’t that essentially what they’re doing though? Sage gets a new on-demand aoe DoT, White Mage gets…that thing it does instead of Glare, Scholar and Astrologian get a new attack ability (on a 120s cool-down lol). Wouldn’t those abilities only require minor tweaks (i.e not being tied to a 120s cool-down lol) to fit those criteria?

    I’m not asking to be facetious or dismissive either which I know can be quite common sometimes on the forum lol. I’m just trying to better my understanding of the issue(s). Like, would it be enough if they made the two new DoTs on Sage/Scholar or the new attacks for White Mage / Astrologian into actual GCDs with MP costs?
    Yes! That's why it's such a shame that we got given these 2min oGCD actions. They do NOTHING to make our nukespam better. (Except maybe for WHM? It's still on a 2min skill. That's 3 GCDs every two minutes. It's nothing.) They don't break the continuity of the GCD usage. We don't need six new abilities, just something that we actively press to avoid hitting the same skill twelve times in a row before we reapply our dots.

    For example, making Dosis have a 50% chance to grant Addersting (Which lets you use Toxikon) and then have Toxikon be a slight dps gain over Dosis (400 potency for example?) would already make Sage much more involved in the buttons they press.

    Or having Dia proc Sacred Sight allowing WHM to use Glare IV.

    Only minor tweaks, each unique to the Job to break the Nukespam would be absolutely enough for me. (From what I gather, it would be enough for the rest of the forum too- One of the most popular demands here is the reintroduction of Miasma III or two DoTs. Having full on DPS rotations was never a thing here. We mostly just wanted to have our pre-ShB dps kits back.)
    (5)
    Last edited by GrimGale; 06-18-2024 at 06:45 AM.

  4. #4
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    Quote Originally Posted by GrimGale View Post
    Yes! That's why it's such a shame that we got given these 2min oGCD actions. They do NOTHING to make our nukespam better. (Except maybe for WHM? It's still on a 2min skill. That's 3 GCDs every two minutes. It's nothing.) They don't break the continuity of the GCD usage. We don't need six new abilities, just something that we actively press to avoid hitting the same skill twelve times in a row before we reapply our dots.

    For example, making Dosis have a 50% chance to grant Addersting (Which lets you use Toxikon) and then have Toxikon be a slight dps gain over Dosis (400 potency for example?) would already make Sage much more involved in the buttons they press.

    Or having Dia proc Sacred Sight allowing WHM to use Glare IV.

    Only minor tweaks, each unique to the Job to break the Nukespam would be absolutely enough for me. (From what I gather, it would be enough for the rest of the forum too- One of the most popular demands here is the reintroduction of Miasma III or two DoTs. Having full on DPS rotations was never a thing here. We mostly just wanted to have our pre-ShB dps kits back.)
    heck, there's even avenues outside of straight dps that could serve the same purpose of filling space for those broils/glares/etc, like debuffs (30s gcd for a mini-addle or mini-feint that's overwritten by their role-action cousins? bad breath's minor dmg down from BLU? reduced enemy crit rate, etc), buffs (selene had a few that are now lost to time, maybe bring those back as fairy gauge spenders? WHM too iirc), more floor placed zones for stuff (touching the zone grants an effect of some kind while inside and a short time after leaving), fussing with pre-existing class mechanics (bringing back AST's card effect/duration/aoe modulations, adding more fairy guage functionality than [literally just the tether], etc)...
    (0)

  5. #5
    Player
    GrimGale's Avatar
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    Sep 2013
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    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SpiralMask View Post
    heck, there's even avenues outside of straight dps that could serve the same purpose of filling space for those broils/glares/etc, like debuffs (30s gcd for a mini-addle or mini-feint that's overwritten by their role-action cousins? bad breath's minor dmg down from BLU? reduced enemy crit rate, etc), buffs (selene had a few that are now lost to time, maybe bring those back as fairy gauge spenders? WHM too iirc), more floor placed zones for stuff (touching the zone grants an effect of some kind while inside and a short time after leaving), fussing with pre-existing class mechanics (bringing back AST's card effect/duration/aoe modulations, adding more fairy guage functionality than [literally just the tether], etc)...
    I wish this game had space for utility. It's been systematically removed from the game. That's why debuffs are barely a thing beyond the situational use when the boss does a thing. DPS and buffs are always useful because it's always fulfilling the win condition. Debuffs, CCs and all utility tends to just momentarily delay the loss condition if the situation demands for it. You don't spam feint/addle on an enemy that's just autoattacking. You use it for big hits. If the enemy isn't doing something special, those debuffs are wasted.

    It's easier to add a small layer of complexity that breaks the nukespam than it is to revamp the game system to re-include useful utility. (Though I'd love to have debuffs back myself.)
    (2)

  6. #6
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
    This! Utility is the answer we seek. Tanks and all Dps classes need to be stripped of their group utility and those abilities should be divided between all four healers who can now be rebranded as SUPPORT. That will give us something to do: BUFFING OUR PARTY without having us spam glare one thousand times.

    Tanks tank they aren't supposed to be providing support. DPS should be doing damage! They don't need group support utility. Personal? Fine. Group? No. Leave that for teh new Support class who will cover heals and buffs
    (2)

  7. #7
    Player
    Ramiee's Avatar
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    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Ayalu View Post
    The Japanese Side of the Community tends to ask for more complexe heal instead of damage options. So getting Utility might be close to a compromise.

    I would agree that big support abilties probably should be on us healers and not every other class with exceptions. Red Mage having some makes sense on the basis they use black and white magic, but that would suggest White Magic has such things.
    If the dev team truly wants to compromise they'd make some healers appeal to westerners while having some appeal to JP.
    Id want healing does damage for JP have heals burst out damage of those around them and a kardia tag for single target. Then damage/heal balancing act for western players.
    I have no idea if JP will ever change their opinion because culturally they seem to like roles being limited to their role.(we would have to see if tanks losing their rotation if this is really true.)
    (1)

  8. #8
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    885
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ramiee View Post
    If the dev team truly wants to compromise they'd make some healers appeal to westerners while having some appeal to JP.
    Id want healing does damage for JP have heals burst out damage of those around them and a kardia tag for single target. Then damage/heal balancing act for western players.
    I have no idea if JP will ever change their opinion because culturally they seem to like roles being limited to their role.(we would have to see if tanks losing their rotation if this is really true.)
    Exactly, so far all they've done is cater to the japanese playerbase, which only discusses the endless amount of ogcd bloat heals so no wonder we're stuck with this garbage design. They like sticking to the role thematic even though this game is going past that if everyone having heals tells anything.
    (0)

  9. #9
    Player
    Connor's Avatar
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    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,208
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Absurdity View Post
    Someone's definition of healer or support also depends on their "gaming background".
    If you previously played healer in WoW then you expect them to be HP batteries that make the green bar go up constantly.
    Try telling someone who played a DnD Cleric that their only purpose is to make HP bars go up though and they'll laugh in your face.
    Having literally never touched WoW I frankly have no idea what you’re talking about. It takes some heavy mental gymnastics to assume ‘healing/support/buff/debuff’ literally means ‘sPaM 1 bUtTon to mAkE bAr go uP’.

    DnD is a tabletop RPG. Final Fantasy XIV is an online RPG. I really don’t see how the two can be compared in any way besides the obvious influence D&D had on FF1 (which still isn’t ffxiv)

    I don’t understand the point you’re trying to make. ‘I RP’d an aggressive Cleric that hit someone with a mace in a pen-and-paper tabletop RPG so clearly aggressive DPS mace user must be the archetype for every future healer ‘class’ in any RPG including an online console/pc multiplayer game’
    (1)
    Last edited by Connor; 06-18-2024 at 10:16 PM.

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