Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 57

Hybrid View

  1. #1
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,172
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    - Ultimates may be being cleared without healers in a tiny % of cases but that % increases as you scale down difficulty and increase life age of the expansion. Ultimates are a tiny % of the game and while balance within them is critical, it means very little when the rest of the massive game feels like nonsense.

    - A reaper being able to do some sustain isn't comparable to a WAR soloing a boss down from 30% up to 80% health in a dungeon because the healer went down (and DPS typically follow at some point). DPS typically follow because, depending on party composition, many jobs have limited mitigation and healing that can't reasonably keep them alive aside from one offs or slightly long sequences. That's really how healing (on non healing classes) and mitigation (on non tank classes) should work .

    - It isn't about healers being the god of the party. It's about keeping it so that jobs can only survive for a time without them VS being invulnerable. And let me break this down-- this has a practical function. If your party goes down in a dungeon and you are playing with even a decent WAR, they can proceed to waste 20+ mins soloing. That's a problem.

    - Once again, as the expansion ages and difficulty goes down, players are increasingly more familiar with encounters and their roles, as well as auotmatically doing more dmaage with the equipment power creep. This is a problem if your particular job is one that is currently disrupting the trinity requirement.

    - RE: " it's all expert players" No, it's really not. And even if it was, "it's only broken some of the time" does not change the fact it is broken.
    (3)
    Last edited by Turtledeluxe; 06-17-2024 at 12:45 PM.

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,014
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    It’s just a matter of no matter which way you look on healers they are a mess

    -every role is functionally replaceable- doesn’t mean it’s fun being the only role that replacing you actually makes the run better
    -okay well the DF system enforced healers so you won’t actually struggle to find a group- yeah so I get into the dungeon and basically get shadow replaced by the overpowered tank in instance
    -it means you can contribute to the DPS- yay I can ignore 90% of my kit and the role I queued up for so I can play a gimped caster pressing 11111111211111111 while the tank is over there playing all three roles in one when I don’t even need the tank to be immortal to do this anyway
    -then go play savage- yay now I can press 111111121111111 while watching my triage tools rot away because savage is body checks galore and if I’m really lucky I won’t get universally blamed for lack of mitigation despite having 3 of the party’s 20 mitigations

    There is not a single facet of healer design that is not fu……..ed six ways from Sunday
    (7)

  3. #3
    Player
    Hycinthus's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    761
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    Hope someone can shed insight - if we compare to WoW, do healers in WoW have to heal more compared to FF? Do healers in WoW spend majority of time DPSing? Lets just take dungeons for example.
    (1)

  4. #4
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,014
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Hycinthus View Post
    Hope someone can shed insight - if we compare to WoW, do healers in WoW have to heal more compared to FF? Do healers in WoW spend majority of time DPSing? Lets just take dungeons for example.
    Healers in WOW are about 40-60 DPS to healing at best 5-95 DPS to healing at hardest content

    They overwhelmingly heal more than we do. They also have more complex DPS options
    (15)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Healers in WOW are about 40-60 DPS to healing at best 5-95 DPS to healing at hardest content

    They overwhelmingly heal more than we do. They also have more complex DPS options
    It always cracks me up when people go all.. ''Sage is just like Discipline priest''
    But it is as close to a Discipline priest as a Bottle of Coca cola is to a cup of tea.
    (5)

  6. #6
    Player
    Graveyardprincess's Avatar
    Join Date
    May 2024
    Posts
    206
    Character
    Raven Nightshade
    World
    Seraph
    Main Class
    Viper Lv 100
    the thing is, the trinty been dead for a long time. its more like a box in games anways

    you have the tanks, the damage dealers, thesupport heavy and the medics not just healer-tank-dps.

    But i feel like alot of these issues can be fixed by making fights not about just damage done to it, and encourage people to do their job role more than dps focus healers need the support abilitys they have add in ff history.. we are hitting 100 yet we still have no support abilitys to buff up our party as a healer outside ast cards
    (1)

  7. #7
    Player
    Asako's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    391
    Character
    Asako Natsume
    World
    Lich
    Main Class
    Warrior Lv 100
    One of the big issues that no one wants to admit is, the community simply isn't good enough to get what they are asking for. We've had bosses hit harder in previous expansions and you couldn't heal it. We've had DPS checks in previous expansions and you couldn't make it and you also have emnity checks in previous expansions and you couldn't hold it. This goes as far back to the original Steps of Faith if anyone remembers that. It was tough, required teamwork and hit hard. Nerfed within a few weeks because it was easier to nerf it than to improve.

    Yoshi unfortunately has catered to the complaining that the community done when stuff was too hard for them and now we are where we are today. Stuff gets nerfed, jobs get gutted and the gameplay becomes bland. The common Johnny is here to play for the story and the majority of them make up the biggest revenue for Square. They have to cater to them.

    Now people are asking for bosses to hit harder, more bleeds ect which is fine, except a lot of the community wont be able to heal it, you may be able to but you have to look at the bigger picture, it's no longer about increasing numbers. What is needed now is to reimplement punishments for failure. DPS checks, heal checks, mechanic checks and enrages even for normal modes need to return. It's absolutely no issue to wipe as long as people are learning something.

    When you spoon feed people they learn nothing, level up and move on to harder content and they keep coasting until endgame and you get stuck with them and now any sort of challenge in any content automatically signals cries of nerfs or worse yet, they drop the game because it's either too hard or too easy for them.

    Older players from this game will often tell you things were better back in the day, and they are right. Yes, we most certainly had plenty of Jank, missing QoL and Job balance but the gameplay made up for it. Would I go back now? For the job design and casual DF experience absolutely, but the lack of QoL would be very rough. We need to get both of these elements right.
    (4)

  8. #8
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,776
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Asako View Post
    One of the big issues that no one wants to admit is, the community simply isn't good enough to get what they are asking for. We've had bosses hit harder in previous expansions and you couldn't heal it. We've had DPS checks in previous expansions and you couldn't make it and you also have emnity checks in previous expansions and you couldn't hold it. This goes as far back to the original Steps of Faith if anyone remembers that. It was tough, required teamwork and hit hard. Nerfed within a few weeks because it was easier to nerf it than to improve.
    The problem with that duty in particular was language barrier. It would have been fine if the game had proximity voice chat, but it doesn't, and 100% of games that have it become toxic when playing with people you don't know. It had specific mechanics that had to be done to pass it, and people would just sooner vote abandon than read.

    I want to see more things "like" steps of faith that require doing the mechanics successfully to win it, not simply burning the boss down before it reaches the goal. You know, like "tower/fort/hamlet defense" things where you have 24 players, one group of 8 per "entrance", and it has specific times where even if you are "doing good" the defenses are destroyed by like an enemy's cannon or something and you have to move inwards. As long as you can survive for, 20 minutes and keep all the enemies from breaking through you win.

    Unfortunately the game's present design wouldn't allow for this to work, because a hamlet-defense game requires a working trinity. Steps of Faith was fun if you had people who knew the mechanics, but nobody wanted to explain the mechanics, and DPS players just don't understand what mechanics are, just "don't step in lava". Healers and Tanks in Steps of Faith had no actual purpose other than to use the canons or the restraints. The Dragon didn't stop and follow the tank, it just moved forward. If you died it was faster to just "revive from start" and run back to where the dragon was. What "steps of faith" should have been was something that let any combination of players, but it also should have been like a 24-player duty. Doesn't it seem silly that we're defending ishgard... with 8 people?

    I want to see a return of some content that encourages exploring, rather than the "nerfing dungeon to 25% of it's original size" Did you know that Toto-rak was much, much much larger? Because it was a puzzle dungeon. We've seen some of this come back in the form of the Variant Dungeon, but that's still, barely, what used to be in the game.

    But what has happened with party setups is we keep being pushed towards instant-gratification mechanics (just keep hitting 1-2-3, and look for floor lava) rather than there being anything the player has to do. Remember Stone Vigil? Remember when you had to fire canons during a boss fight? Yep, gone. These were prime mechanics for letting the healer do something other than heal.

    Likewise mechanics in Dzemael Darkhold, also a 1.0 dungeon. They've nerfed the 1.0 dungeons to the point that they're no longer exploration/puzzle dungeons. What I want to see is not a "variant" dungeon but a progress-persistent, huge, dungeon that your progress is gatekept by finding the keys dropped by the bosses. Everyone in the party has to fight the boss, but once you've fought a boss you never have to fight it again to progress (or you could if you want to farm it for drops) because you have already unlocked the door. But perhaps that's too much to ask from FFXIV's tiny dungeon maps.

    Imagine for a minute that you need certain jobs to pass certain dungeon mechanics. (Not the boss room mechanics) dungeon rooms that only open to certain jobs, loot behind them only for the job, and you need the key from that room to progress to the next one. Sastasha actually had some of this mechanic. So did Qarn. Where extra loot rooms were available if you just did the mechanic correctly.
    (3)

  9. #9
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by KisaiTenshi View Post
    I want to see a return of some content that encourages exploring, rather than the "nerfing dungeon to 25% of it's original size" Did you know that Toto-rak was much, much much larger? Because it was a puzzle dungeon. We've seen some of this come back in the form of the Variant Dungeon, but that's still, barely, what used to be in the game.
    Impossible because the game runs on hand outs. rewards for everything rewards for nothing. and it throws out so many rewards it destroys every other aspect of the game to.

    deep dungeons are a perfect example here. they try to encourage exploring by throwing in those sacks to be found in random rooms. yet they give players so many sacks and rewards that all that happens is the market boards get flooded with stuff and crashes the value of rewards so heavily that players completely ignore them and literally just activate the portal and go go go.. also destroys the economy for craters and gatherers, because suddenly something can cost 100k to make but be worth a whopping 1or2k on the markets.

    the same thing happnens in dungeons even at the highest end. where a treasure chest is literally right there in the corner of that room but gets ignored because its contents aren't worth taking 3 or 4 seconds to run over and open..

    Retainer ventures and stuff aswell when they add new stuff to the Retainer pool it destroys the economy omy because suddenly things that take a fair bit of time and effort to craft nose dive to literally a couple of hundred gils because there's thousands of retainers flooding the game with them.

    the biggest issue the game has is its dumbed down and simplified everything so much there is no room for fun or rewarding gameplay and its so afraid to even slightly punish players for mistakes and equally afraid to reward them for playing well. melee positionals are a good example here. missing them is no big deal. you wont even notice.. but that ultimately means landing them carries no weight or impact. at best like 2 extra potency per second...

    debuffs are another, fail a mechanic get vulnerability.. but its such a small thing you can often get 5 6 7 stacks and still be fine...the down side here is its not really you that gets punished but your healer dfor your mistakes.. but at hte same time not really because its still just 1 aoe heal whether you have 0 stacks or 3.

    Same thing with stuns and silences. Had there damage taken away because they weren't being used correctly and simply being spammed for a minor dps increase. Which is now also what they're doing with gap closers it seems.

    The problem here though is how often do you ever actually need to stun anything or rush anything. You don't because again to afraid to punish players for failing.

    to make the game fun and rewarding things need impact and weight, and virtually every aspect of the game lacks that. and any form of complexity has been stripped away for fear of players making mistakes...

    the thing is though you cant have a deep and engaging combat system thats fun to play with. if the game doesnt have deep and engaging systems for players to interact with...

    and i know yoshi has said that he regrets dumbing the game down so much and wants to change directions but honestly i think its too late. this lazy mode gameplay has been so ingrained that anything that deviates will get so much backlash.. all you have to do is look at any instance where there even the smallest hint of an increase in difficulty to see it.
    (3)
    Last edited by Dzian; 06-19-2024 at 06:58 PM.

  10. #10
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,776
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dzian View Post
    Impossible because the game runs on hand outs. rewards for everything rewards for nothing. and it throws out so many rewards it destroys every other aspect of the game to.

    deep dungeons are a perfect example here. they try to encourage exploring by throwing in those sacks to be found in random rooms. yet they give players so many sacks and rewards that all that happens is the market boards get flooded with stuff and crashes the value of rewards so heavily that players completely ignore them and literally just activate the portal and go go go.. also destroys the economy for craters and gatherers, because suddenly something can cost 100k to make but be worth a whopping 1or2k on the markets.

    the same thing happnens in dungeons even at the highest end. where a treasure chest is literally right there in the corner of that room but gets ignored because its contents aren't worth taking 3 or 4 seconds to run over and open..

    Retainer ventures and stuff aswell when they add new stuff to the Retainer pool it destroys the economy omy because suddenly things that take a fair bit of time and effort to craft nose dive to literally a couple of hundred gils because there's thousands of retainers flooding the game with them.

    ...

    and i know yoshi has said that he regrets dumbing the game down so much and wants to change directions but honestly i think its too late. this lazy mode gameplay has been so ingrained that anything that deviates will get so much backlash.. all you have to do is look at any instance where there even the smallest hint of an increase in difficulty to see it.
    If there are no rewards, people won't run them, but if the rewards are random, and frequently garbage (I'm sorry but gacha-style rewards are garbage) then people are just going to run them for the experience to level and then never touch them. This game already "Bloats" your inventory with the raid drops as it is. You would think that the game would just have a separate "raid token currency" like it does with the beast tribes, so players don't end up with all this junk when they're dropped into a roulette.

    Fixing the game economy is an entirely other discussion. I'd make the argument that the way to fix that is to just make the marketboard, retainers and housing work at the data-center level rather than the way it works now which would require visiting every server on every data center to find the best price. But it would also require crafters to actually "craft", to supply NPC vendors with the items they sell to players. Not this "collectible" system which exists to level the crafter but does nothing for the game economy. Imagine for a moment that only crafted HQ gear was available, and tomes/tokens gear was level 1 glamor gear only. it would unfortunately only reward people for buying the maximum retainers, so maybe it's best left as it is.

    That said, let's go back to the trinity conversation. My point in the last post was that perhaps there could be dungeons that the goal isn't "clearing it" but exploring it, thus you can only open certain doors or paths with certain jobs. You could only clear certain enemies or bosses with a certain job in the party. If you wanted to solo it, you would need to re-visit it with every job once to clear every path and get every reward. And if you wanted the rewards again you could NG+ it, but you have to get all the rewards from it before you can reset it.

    Take for example how Totorank originally was:


    Versus now:
    (2)

Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast

Tags for this Thread