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  1. #21
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,486
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Silver-Strider View Post
    Removing oGCDs would increase healing requirements, just saying.
    I do agree, but other avenues that could be considered is making each oGCD more niche and specific on purpose and not just a button you can press whenever damage happens and it doesn't matter much which. Adding a steep MP cost to them could also make people consider more carefully when to use them instead of spamming them.

    Even on the front of GCD heals, there was a reason behind Medica 1 not turning into Medica 2 for example, being 1) it costed a lot less MP and 2) was more efficient instant healing, and since you had little AoE OGCDs to heal anyway, you'd end up having a Medica 2 already running behind and still need to cast Medica on top, so the 1 made perfect sense.

    All of this is literally indicative of everything that's been sanded down and made meaningless on healer kits:

    1) oGCD bloat rendering GCD heals useless
    2) oGCD heals losing their specific niches and becoming interchangeable
    3) MP becoming irrelevant in the choice of the tools used to heal
    (1)
    Last edited by Valence; 12-01-2024 at 07:22 PM.

  2. #22
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,032
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Valence View Post
    I do agree, but other avenues that could be considered is making each oGCD more niche and specific on purpose and not just a button you can press whenever damage happens and it doesn't matter much which. Adding a steep MP cost to them could also make people consider more carefully when to use them instead of spamming them.
    SCH is the best example of a healer who’s kit is designed around every oGCD only really having one functional niche that all do different things and may conflict with each other and while SCH’s always had its diehard fanbase (including me) it’s safe to say that SCH’s design isn’t widely popular even with people who agree that there is something deeply wrong with healers

    I like the ideas but I also kinda consider it SCH’s niche design
    (2)
    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

  3. #23
    Player
    Nero-Voidstails's Avatar
    Join Date
    Nov 2023
    Posts
    540
    Character
    Nero Tsukimi
    World
    Zalera
    Main Class
    Gunbreaker Lv 100
    I just think healers need a rework to fight the game style they wanted them to have not just well what we have now
    (0)

  4. #24
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,287
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    I'll just quote Forsaken's:
    Ah that old chestnut again

    IIRC, my own napkin math from back then had the increase required, to burden a SCH into using even a single extra GCD heal (eg a Succor), as something like 'a raidwide would have to hit the party for 20k, once per 15sec'. And that was back then, when I guess Tender Valley was the endgame content? And IIRC that maths was before factoring in mitigation. It's an absolutely crazy amount of damage that we need to be taking, just to pressure us into burning up all of the OGCDs we have access to nowadays

    The irony in all of it is, a single Medica 3 would easily heal for that much, and far more (mine tick for about 10k per tick), so even if we were addressing the damage via GCDs we're grossly overpowered
    (0)

  5. #25
    Player
    Neoyoshi's Avatar
    Join Date
    Aug 2013
    Location
    ☀ Ul’dah ☀
    Posts
    984
    Character
    Neoyoshi Kaligawa
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    As an outsider looking in- Spells just needs more trimming down; and perhaps let some of these spells become combo-spells (the lesser needed ones) or better yet, turn some of them into passives.

    I don't know how Spell-casters feel about that in a broader sense, but whenever i get glimpses of a friends or FC members spell bar; i tend to vomit a bit, because it's super absurd to have that many spells buttons on the UI screen.
    (it reminds me of old school Perfect World where a player had 38 to 43 spells to manage.)
    (0)
    Last edited by Neoyoshi; 12-02-2024 at 11:00 AM. Reason: Spell Buttons


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  6. #26
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Neoyoshi View Post
    As an outsider looking in- Spells just needs more trimming down; and perhaps let some of these spells become combo-spells (the lesser needed ones) or better yet, turn some of them into passives.

    I don't know how Spell-casters feel about that in a broader sense, but whenever i get glimpses of a friends or FC members spell bar; i tend to vomit a bit, because it's super absurd to have that many spells buttons on the UI screen.
    (it reminds me of old school Perfect World where a player had 38 to 43 spells to manage.)
    No thanks, I don't need to have combos, it isn't "absurd" for me to have around 30+ buttons necessarily, if those buttons each have their uses- which, in the case of FFXIV, I would agree that several skills and/or spells could be replaced by more useful / distinctive skills or spells.

    Mind you, we have less skills in PvP- that was quite well done, although a couple were added- that's still quite a few less than in PvE- however given that each healer job managed to do so while keeping a unique flavour, i found it interesting. I was still happy when they added some skills, and if the PvP rework adds I few more I'd be even happier.
    (0)

  7. #27
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,032
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Pictomancer Lv 100
    I don’t mind combos on a job like PCT where the job is explicitly designed around the filler being………filler because it’s just what you are doing when you are doing nothing else

    But when the filler is “meaningful” then no, no combos
    (0)
    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

  8. #28
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,110
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I'd happily trade away DoTs on healers for meaningful interactions between offensive abilities. DoTs are fine as a mechanic in themselves, at least for a single job, to make it stand out from the rest. But when the four healers have exactly the same tools, you could easily find some variety between them by switching out the DoT spell for something different.

    I'd argue the charm of FFXIV healing is the balance between healing efficiently and finding moments to DPS. The skill and challenge is in doing both effectively. In order to be better at healing you have to know where to push DPS and where to actually heal. It forces you to make efficient use of your oGCD skills. And viceversa, upkeeping DPS forces you to understand your healing skills as to know their timing and their effects.
    Each side enhances the other as you can't do both at the same time (normally).

    The issue is, with only so few dps spells and so little interactivity, the mental routine end up defaulting to a single button.
    Do I weave an oGCD? Glare. Do I use cure? Glare. Do I move then heal? Glare.
    It's simple but really skewed.
    Healers don't really need new buttons, just internal mechanics that allow for that mental routine to vary a bit.

    You could have Dia proc Glare IV. You could have Dosis casts grant you addersting and Toxikon have a slightly higher potency than Dosis. You could have Ruin II be used for something more than the occasional mobility that SCH doesn't really need (Not with 1.5s Broils.) You could have some interesting gameplay around AST cards.
    (2)

  9. #29
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,933
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Neoyoshi View Post
    As an outsider looking in- Spells just needs more trimming down; and perhaps let some of these spells become combo-spells (the lesser needed ones) or better yet, turn some of them into passives.

    I don't know how Spell-casters feel about that in a broader sense, but whenever i get glimpses of a friends or FC members spell bar; i tend to vomit a bit, because it's super absurd to have that many spells buttons on the UI screen.
    (it reminds me of old school Perfect World where a player had 38 to 43 spells to manage.)
    No, there's no trimming down needed. Casters are very different from melee after all. While melee jobs tend to focus on combos and branching actions to get you thinking, caster gameplay tends to be more methodical and much lower APM.

    Instead of pruning spells and adding combos, I'd much rather see each of the spells we do have be made more meaningful so planning is useful and our choices matter. That would create a much more satisfying caster gameplay loop rather than forcing a streamlined path of spell usage via combos.
    (1)

  10. #30
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    973
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Aravell View Post
    No, there's no trimming down needed. Casters are very different from melee after all. While melee jobs tend to focus on combos and branching actions to get you thinking, caster gameplay tends to be more methodical and much lower APM.

    Instead of pruning spells and adding combos, I'd much rather see each of the spells we do have be made more meaningful so planning is useful and our choices matter. That would create a much more satisfying caster gameplay loop rather than forcing a streamlined path of spell usage via combos.
    You are essentially agreeing with the person you replied to, btw. If spells were individuall more meaningful, we could accomplish more than enough with less, and hence a solid part of the spammy arsenal of never-actually-needed spells could be pruned. One begets the other, basically.
    (0)

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