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  1. #11
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,137
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Connor View Post
    Isn’t that just the exact healer design we have now though?
    It is.

    A lot of FFXIV players seem to struggle with the fact though that gameplay depth and design is unaffected by whether you got 1 button to press or 10. They assume if they got a full hotbar of DPS abilites, then "OMG look at dis deep DPS gameplay healers have nao!!", as if the mental decisionmaking would not be, as you say, exactly the same as now.

    It is then extra funny when like the person you quoted these people ask for changes to the underlying healer design/gameplay, but ultimately just want to recreate the status quo, but with more window dressing.
    (1)

  2. #12
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    You don't need to add many extra buttons to design an interesting DPS priority system to make healer filler time less repetitive.

    Imo, the fun part of healer design in FFXIV is the balancing act between healing and dosing. Sitting around filling health bars is as boring as spamming the same attack over and over. (Especially considering how mechanically simple healing spells are in this game.)The true show of skill is the decision making between how much you can push dps and how efficiently you can heal. This requires knowledge of your job, your resources and the fight you're in. It requires active thinking about what you're going to do next.

    I am all for increasing the healing requirements, but I would also like all the parts of our kits, both healing spells and DPS skills to have interactivity and depth.
    (6)

  3. #13
    Player
    YovelaLindswood's Avatar
    Join Date
    Jun 2024
    Posts
    152
    Character
    Yovela Lindswood
    World
    Lamia
    Main Class
    Paladin Lv 100
    Quote Originally Posted by GrimGale View Post
    You don't need to add many extra buttons to design an interesting DPS priority system to make healer filler time less repetitive.

    Imo, the fun part of healer design in FFXIV is the balancing act between healing and dosing. Sitting around filling health bars is as boring as spamming the same attack over and over. (Especially considering how mechanically simple healing spells are in this game.)The true show of skill is the decision making between how much you can push dps and how efficiently you can heal. This requires knowledge of your job, your resources and the fight you're in. It requires active thinking about what you're going to do next.

    I am all for increasing the healing requirements, but I would also like all the parts of our kits, both healing spells and DPS skills to have interactivity and depth.
    Agreed. I also think our toolkits are bloated to hell. But the way its designed unfortunately doesn't allow for fun at all levels. Condensing the healer toolkit would let them add an interesting enough filler dps rotation so we're not bored out of our mind spamming 1 in low content and pressing the umpteenth long cd that does the same thing but slightly different.
    (2)
    #FFXIVHEALERSTRIKE

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