

Bloodbath is just a bloodwhetting light, less of a problem in the current meta but still a very extreme version of selfheals. And there is a big difference between having a nonstandard team that completely excludes one role being technically possible but suboptimal, and that nonstandard team being optimal and trivially easy. In the first situation you can have a discussion if it's really intended to to be run like that, but that would not directly affect player's perception of their place in a group. The second situation very much does affect player's perception of their place in a group. If 4 melee dps players using bloodbath is shown to be the optimal way to run dungeons, without making it an absurdedly high difficuly challenge, that will also be a target for acute balance concerns.




The main reason it's annoying to not have a tank is because of enmity shifting around which is really annoying and I think that is the primary reason. Tank busters can be taken by DPS on some bosses but are a risk, especially when not full HP, but they could take along a red mage to make sure. Bosses also die a lot faster with 4 DPS, so often the boss will die before it manages to kill all 4 of the DPS. It does depend on the dungeon too. They started syncing dungeons better due to what happened in Heavensward with Antitower, Lost City, Sohr Khai, Xelphatol and Gubal Library, which allow your item level to grow far more than modern dungeons do.
However, I think Bloodbath is something that risks taking the spotlight from healers in content with such low healing requirements. Bloodbath was very literally taken from Warrior and given to the DPS as it used to be a Warrior ability that has now been replaced with Raw Intuition/Bloodwhetting on a far shorter cooldown and far greater effect.
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

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.



Yeah it seems like the community has developed a wipe allergy on normal mode but the idea of a wipe shouldn't be so unforgivable and game-breaking as it's treated atm. It should be a normal aspect of the FF14 experience. After it happens you get up again and try once more.
If the idea of practicing normal-mode fights being good, valuable, and part of the game could make a return then perhaps this could also remove some of that fear of mistakes because they'd actively be encouraged and supposed to happen.


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.
I just dont want to cast broil for 30 seconds and then reapply a dot.. and repeat over and over and over and over again. My brain is literally melting from running scholar in any content that is not ultimates.
Even if i do have to heal. its gonna be an ogcd anyways so im still not losing uptime on broil casts lol. i really hate where the role has gone



Oh shoot, a graph! NOW we are talking!
Last edited by Neoyoshi; 06-18-2024 at 11:12 AM. Reason: i forgot an o
Journey to all fish: 1383/1729 (348 remaining) [79%]


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.
Last edited by Dzian; 06-19-2024 at 06:58 PM.
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