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  1. #1
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    This comes ups enough for me to have a canned response to it.. so just imo:

    Don’t hate the player, hate the game.

    It’s not a player’s fault the game is badly designed in this way. Also, nothing stopping you (any “you”, not anyone specific) from asking to reset.

    1) ToS: It's not against policy to solo the fight
    It is not against the ToS to solo a fight once the party wipes.

    People can disagree on how to play, and can/should discuss it in a civil manner. Do note that specifically telling a player, including a tank, that they’re not allowed to play their job as it is designed IS against ToS. Asking and discussing is encouraged, forcing others to play how you want to play is not.

    And before you say “but the tank is forcing you to sit and watch!”, they are not. It is not their job to keep you alive. And it is certainly not their fault that you died.

    If a healer refuses to raise you, then sure, you might have a case.

    Now if you wanna talk about what’s polite, then sure, the tank probably SHOULD kill themselves and rest the fight, but it is important to distinguish between set rules and polite manners.





    2) My solution: Give Tanks Raise



    Hear me out:


    The problem (including #healerstrike) is that the healer role is just not that fun or challenging, and generally unneeded for a LOT of content.

    Imho, it is because the devs painted themselves into a corner:
    1) If you make it so healers are crucial, then there's too much pressure on when/if they die, which..
    2) Makes people not want to play healer so...
    3) You make the tank able to survive without a healer, even though it takes forever.

    This is easily alleviated by giving raise to more jobs so that the healer can die without much penalty, as long as someone else can "save the day" by raising the healer.

    This would allow enemies to hit harder and allow healers to die if they screw up, but not cause a single healer death to sour the duty for everyone (aka healer dies and we all die...or we all just sit here for 10 minutes waiting for the tank to solo)




    3) Tl;DR:

    1) Make Mobs hit a LOT harder. Like the vuln debuff you get for not avoiding a boss attack? Straight up 25% damage per stack (4th time no dodge? you 100% dead!)
    2) Give tanks raise
    3) Allow healers to die, and be raised mid boss.

    This makes healers:
    A) need to focus on healing over DPS, even in trash packs
    B) makes the tank survive at best 20% of a boss’s hp bar. They would NEED to focus on raising their healer.
    (2)

  2. 08-05-2024 09:34 PM

  3. #3
    Player
    Amarande's Avatar
    Join Date
    Nov 2014
    Posts
    268
    Character
    Miyako Aikawa
    World
    Goblin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by SwadTheFrog View Post
    That being said, and it might be because of the strike, but I have seen Healer quality plummet recently. Genuinely the worst I've seen, I've genuinely had to use bloodbath and second wind to keep myself alive multiple times despite doing mechanics correcctly.
    Veteran healers getting bored/burned out and being replaced with greener ones may well be a factor, but I also expect that it's partly on SE here.

    I just did the 97 dungeon through the 99 trial yesterday on my MSQ journey and if there's one thing I've been almost continually noting in Dawntrail, it's the OVERALL horribly anti-caster nature of the boss fights in dungeons (Solo duties actually seem to be a lot more chill this time around). And seeing what every healer is ...

    We're talking SE decided to add "difficulty" all too often in the form of mass AoE spam phases that feel like something out of Touhou or 80s arcades/NES stuff. On some bosses (hi, 97 boss 2, 99 boss 1) it's tense enough even on Dancer, I don't even know how anyone with cast bars stays sane - if they continue this trend, I don't even see how casters stay viable at all (maybe have to redo them to be like Korean MMO magic classes that have few actual casts and mostly just sling fire around as instantly as the physical fighters?).

    Quote Originally Posted by Supersnow845 View Post
    If every avoidable hit in the game gave twice come ruin we’d see how “talented” tanks are over the other roles
    I'd agree if we had the old mechanics pacing, but with these 20 AoEs in 20 seconds things (and with XIV's snapshotting rules)? I'd like to actually finish a dungeon sometime this century. The occasional wipe sure, maybe even a few wipes (I still remember the olden days of Brayflox sometimes taking over an hour lol), but ... that might be a bit much.

    Quote Originally Posted by kaynide View Post
    3) Allow healers to die, and be raised mid boss.
    I have oft felt this is a big part of the problem that goes largely unmentioned: on top of the increasingly spammy AoEs, we've had four non-raise DPS over the last three expansions - with the result that the comfortable insurance that came from commonly having a RDM or SMN in the party has gone completely out the window.

    It's all on the healer's shoulders now and they have no backup, so this situation is getting increasingly common.

    Personally I've rolled eyes at the whole healer strike thing, but I also haven't been very comfortable with the idea of queuing as healer lately because it's gone to being such a high stress role (I toughed it out through 6.0 but my experience of DT dungeons - which I've been doing as Dancer - has validated that trying to first time that stuff as healer is getting to be a bit much now).
    (0)

  4. 08-07-2024 06:25 AM