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  1. #1
    Player
    yesnt's Avatar
    Join Date
    Oct 2024
    Posts
    390
    Character
    Giddy Moonshine
    World
    Sophia
    Main Class
    Bard Lv 55

    Windurst too easy, nothing to heal

    When new content gets released, healing feels meaningful because no one knows the mechanics and people take a lot of hits.

    After just one week after the Windurst release, I have basically nothing to do because my party already plays absolutely flawless and the healer just spams 1 1 1 1 1 1 1 1.

    I suggest that dps get unavoidable damage and debuffs, give healer specific mechanics, please.
    (18)

  2. #2
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,223
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    If you're playing on a Data Center where everyone is playing perfectly then might I suggest try playing on a different Data Center until you get the Data Center where NOT EVERYONE is playing perfectly...?
    (9)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,180
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Windurst definitely does not do enough damage that isn’t scripted from so far out it’s meaningless (basically ultimates)

    Like shantoto does what like 2 raidwides, I don’t even count those ticklings she does before the earth phases as raidwides
    (7)

  4. #4
    Player
    CCheshire's Avatar
    Join Date
    Mar 2014
    Posts
    756
    Character
    Black Tea
    World
    Marilith
    Main Class
    Arcanist Lv 30
    Damn, I wish I were in your Alliance since I see alot of ppl struggling here, including me :v
    (10)

  5. #5
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    3,006
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    I certainly can't relate to being able to play this flawlessly, so if you just find me in your party, I guarantee you'd have something to do.

    Healer was probably getting absolutely sick of me by the end of the last run I did.
    (8)

  6. #6
    Player
    RaionKansen's Avatar
    Join Date
    Aug 2022
    Location
    Ul'dah
    Posts
    237
    Character
    Raion Kansen
    World
    Behemoth
    Main Class
    Samurai Lv 100
    Windurst is pretty boring.

    I think in the future I would like to see Alliance raid bosses be somewhere around, or maybe even a tad harder than Critical Engagements in Field Operations.

    I don't know if most people would want that though.
    (4)

  7. #7
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    290
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 100
    This is an issue with game design. If all damage is mechanically output and avoidable, you get this problem.
    They need to output more random damage, nonmechanical, unavoidable damage. It's like if there were times when dps have nothing to attack for minutes on end.
    The vulnerability stacks mechanic makes their boss design inflexible. If all damage is that punishing, then all damage needs to be avoidable. Hence the problem. Remove or severely nerf vulnerability stacks and you can do a lot more and make healing more engaging.
    (8)

  8. #8
    Player
    Chasingstars's Avatar
    Join Date
    Oct 2020
    Location
    Ul'dah
    Posts
    807
    Character
    Zoh Chah
    World
    Zalera
    Main Class
    Lancer Lv 80
    Quote Originally Posted by yesnt View Post
    When new content gets released, healing feels meaningful because no one knows the mechanics and people take a lot of hits.
    Paraphrasing: "I need to feel useful, therefore I need my teammates to be screwing up constantly."
    (4)

  9. #9
    Player
    Uzephi's Avatar
    Join Date
    May 2017
    Posts
    258
    Character
    Elie Uzephi
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Wildheaven182 View Post
    This is an issue with game design. If all damage is mechanically output and avoidable, you get this problem.
    They need to output more random damage, nonmechanical, unavoidable damage. It's like if there were times when dps have nothing to attack for minutes on end.
    The vulnerability stacks mechanic makes their boss design inflexible. If all damage is that punishing, then all damage needs to be avoidable. Hence the problem. Remove or severely nerf vulnerability stacks and you can do a lot more and make healing more engaging.
    Their fight design is broken with vulns anyway. There shouldn't be a logical reason a critlo can keep someone alive during Divine Judgement with 4 vulns. (Currently possible) Most deaths weren't cause by full health vuln hits. Most deaths I've seen happen because of double/triple taps of avoidable damage, like the puddles on Prometheus, or Toto's ley line mech. Rarely ever has a vuln killed someone from full health this alliance raid.
    (1)

  10. #10
    Player
    Wildheaven182's Avatar
    Join Date
    Apr 2024
    Posts
    290
    Character
    Rowan Aarontagdh
    World
    Mateus
    Main Class
    Scholar Lv 100
    What people die from is beside the point because the goal isnt to kill the player or not kill the player. That is a player goal perspective of not wanting to die, not an objective game design perspective.
    The goal is to create engaging gameplay. Challenge that has the risk of resulting in death is a tool to achieve that goal.

    Let's also not conflate avaoidable damage with damage that applies vuln.
    I can put it this way.
    Lethal damage should always be avoidable, but I think both unavoidable damage as well as some less common and less duration vuln debuffs should be what makes avoidable damage more threatening.
    We can keep vuln stacks as a core mechanic punishing getting hit by avoidable damage, it could just have a shorter duration and/or be on maybe 50% of avoidable damage instead of 100%.

    Currently, vuln stacks are the only thing that makes avoidable damage more threatening besides times of rapid avoidable damage output.

    You can accomplish the same goal of making challenge to the level you want it by using unavoidable damage output, not just vuln debuffs. You can heal damage. You cant heal vuln stacks.

    If youve played wow you see there is constant unavoidable output of damage to people other than the tank and it makes you heal. This isnt a novel idea, despite FF liking to reinvent the wheel.
    (2)

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