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  1. #131
    Player
    Connor's Avatar
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    Connor Whelan
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    Odin
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    Bard Lv 100
    Jobs are literally already designed fully around being in raids, making them all massively overpowered in anything that’s not a savage raid. If that’s ’perfectly fine’ for everyone then I don’t get why anyone is complaining because by that logic the game is perfectly balanced, jobs are all perfectly designed and I guess everyone dissatisfied should just do ultimates, right?

    Pack it up, healers! Your job is just designed for raids, you can stop complaining now!
    (1)

  2. #132
    Player
    BigCheez's Avatar
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    Cheez Whiz
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    Twintania
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    Paladin Lv 100
    Quote Originally Posted by Connor View Post
    Jobs are literally already designed fully around being in raids, making them all massively overpowered in anything that’s not a savage raid. If that’s ’perfectly fine’ for everyone then I don’t get why anyone is complaining because by that logic the game is perfectly balanced, jobs are all perfectly designed and I guess everyone dissatisfied should just do ultimates, right?

    Pack it up, healers! Your job is just designed for raids, you can stop complaining now!
    This is either a very uninformed opinion or a bad faith argument that you don't even believe yourself.

    Healing isn't any more engaging in raids than it is in dungeons. The absurd efficiency of healer kits combined with massively oversimplified damage rotations and predictable incoming damage makes healing a snooze in all content. This isn't true to the same extent for any other role.

    The problem with healing in XIV at the minute is that >50% of your role is dealing damage and 90% of your damage "rotation" is pressing 1 button.
    (3)
    Last edited by BigCheez; 07-17-2024 at 11:24 PM.

  3. #133
    Player
    Connor's Avatar
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    Connor Whelan
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    Odin
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    Quote Originally Posted by BigCheez View Post
    Uninformed opinion. Healing isn't any more engaging in raids than it is in dungeons..
    It’s balanced though. They can all complete the content so realistically what difference does it make if they’re ‘fun’?

    That’s kind of point I’m trying to make. Devs have made it abundantly clear we cannot have it both ways. And since ‘imbalances’ are anathema to them, the septic design of all jobs is in their view an absolute requirement for said balance.

    So either they continue designing jobs around raids and they stay the exact same they always are, or they start thinking about literally anything else besides ‘Will it be 100% competitive in every raid at as close to a 1:1 rate with other jobs as possible’ (which I’m pretty sure they haven’t even achieved ironically)
    (0)

  4. #134
    Player
    BigCheez's Avatar
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    Quote Originally Posted by Connor View Post
    It’s balanced though. They can all complete the content so realistically what difference does it make if they’re ‘fun’?

    That’s kind of point I’m trying to make. Devs have made it abundantly clear we cannot have it both ways. And since ‘imbalances’ are anathema to them, the septic design of all jobs is in their view an absolute requirement for said balance.

    So either they continue designing jobs around raids and they stay the exact same they always are, or they start thinking about literally anything else besides ‘Will it be 100% competitive in every raid at as close to a 1:1 rate with other jobs as possible’ (which I’m pretty sure they haven’t even achieved ironically)
    The difference is that tanking casual content is fun but healing it is not.
    (1)

  5. #135
    Player
    Connor's Avatar
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    Connor Whelan
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    Odin
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    Quote Originally Posted by BigCheez View Post
    The difference is that tanking casual content is fun but healing it is not.
    That seems a little subjective to me, but even if everyone felt that it doesn’t disprove the fact that ‘fun’ isn’t a requirement for ‘balance’. If they found out the things that made tanks ‘fun’ in normal content infringed upon raid content balance I genuinely think they’d remove it without a second thought.

    Thus, by their logic there is no reasonable grounds to increase healer dps options because that might affect them healing in ultimates. Even if it means they don’t get to be fun for the rest of the game because they have a skill set entirely disproportionate to that content.
    (0)
    Last edited by Connor; 07-17-2024 at 11:34 PM.

  6. #136
    Player
    BigCheez's Avatar
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    Quote Originally Posted by Connor View Post
    That seems a little subjective to me, but even if everyone felt that it doesn’t disprove the fact that ‘fun’ isn’t a requirement for ‘balance’. If they found out the things that made tanks ‘fun’ in normal content infringed upon raid content balance I genuinely think they’d remove it without a second thought.

    Thus, by their logic there is no reasonable grounds to increase healer dps options because that might affect them healing in ultimates. Even if it means they don’t get to be fun for the rest of the game because they have a lot that’s entirely disproportionate to that content
    Indeed it is subjective and in those cases all you can do is look at majority opinion among the playerbase. Right now, it seems that the majority opinion is that healing isn't particularly fun or engaging. I don't see anyone complaining that playing a WAR in casual content isn't fun and the other tanks aren't struggling.

    Giving healers slightly more involved damage rotations would certainly make healing ultimate slightly harder, but for the people who are playing at that level, I imagine that would generally be seen as a positive.
    (2)

  7. #137
    Player
    CKNovel's Avatar
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    Cassia Kaedhan
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    Ragnarok
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    Gunbreaker Lv 100
    Quote Originally Posted by BigCheez View Post
    The problem with healing in XIV at the minute is that >50% of your role is dealing damage and 90% of your damage "rotation" is pressing 1 button.
    Yes, healing is waiting for damage then healing/mitigating these damages.
    Tanks CDs and Warrior self healing just push this problem under the spotlight as the time between damages to heal becomes more important.

    Healer kit is definitely designed around high-end content thought, it's kind of normal that you need to ensure they heal enough in these content.
    In dungeon, you can protect the tank/stun the mobs until the pack is half dead. SGE can throw short CDs like Taurochole, Kerachole, Soteria and Physis every packs, more than enough to keep a tank alive.
    Obviously those scenarios depends on your DPS, if they slack you'll have to throw a bit more, but good luck if you have a PCT.

    What SQEX needs to change is what healer do while waiting for damages to happen.
    Imagine if tanks were all about mitigation and spamming 1 and refreshing a dot with 2 while waiting for tank buster to happen.
    (2)
    Last edited by CKNovel; 07-17-2024 at 11:52 PM.

  8. #138
    Player
    aiqa's Avatar
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    Eleasaid Seraqa
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    Zodiark
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    White Mage Lv 100
    So why did WAR need a damage buff in the very first patch anyway?
    (1)

  9. #139
    Player
    BigCheez's Avatar
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    Quote Originally Posted by aiqa View Post
    So why did WAR need a damage buff in the very first patch anyway?
    Because GNB was significantly ahead in terms of damage. I imagine PLD and DRK will also receive potency buffs.
    (0)

  10. #140
    Player
    aiqa's Avatar
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    Eleasaid Seraqa
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    Zodiark
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    White Mage Lv 100
    Quote Originally Posted by BigCheez View Post
    Because GNB was significantly ahead in terms of damage. I imagine PLD and DRK will also receive potency buffs.
    While it was a buff, it's only 40 potency per 1 minute. That can't have made a huge difference. So before that buff WAR must already have been 2nd highest dps tank. I guess PLD and DRK aren't high priority jobs like WAR.
    (4)

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