1. #43641
    Bloodsail Admiral Dugna's Avatar
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    Quote Originally Posted by dope_danny View Post
    After doing a bunch of alliance raids every day for easy roullette WHM exp i decided to try Uldir LFR to compare and contrast.

    How the fuck is the baseline WoW lfr player getting dumber AND ruder? like Alliance raids sometimes gets a ' COME ON YOU NEED TO MOVE' in chat for certain mechanics but its like "oh its just lfr" is a hand waving way of dealing with whats like barrens chat: the raid experience.

    The two get compared a lot but out in the open world it seems player behaviour is pretty similar in both but theres something about lfr vs alliance raids that just turns people into animals.
    think its because more things can actually kill you in alliance raids then lfr, where as both aren't that hard compared to the top tier raids I would say alliance raids are harder then lfr most of the time. So that means some people are more willing to make it go smoothly by explaining some things. Also if people leave a raid or dungeon in FF14 it takes longer to slot that person in than in lfr where people just pop in out all the time.

    You lose that one person in group A? now group A can't do LB3 and it makes the raid last longer. More reasons to be nice and helpful is the TLDR for alliance raids vs lfr.

  2. #43642
    The Insane Granyala's Avatar
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    Quote Originally Posted by Wrecktangle View Post
    My biggest gripe with this methodology is that what if I want a compelling "challenging" gameplay experience but like the aesthetic of the "simple" job? It means I either have to stomach a shitty experience or play a job I don't like aesthetically, and that's not fun.
    Not every class has to be overly convoluted and tough to play.
    I like that there are different styles.

    That being said: Diurnal AST doesn't heal that much differently compared to WHM. Star placement and timing is pretty much the biggest difference, most other spells are carbon copies off WHM spells.
    I would play it more often, if them dumb RNG cards weren't such a PITA.

    - - - Updated - - -

    Quote Originally Posted by Dugna View Post
    More reasons to be nice and helpful is the TLDR for alliance raids vs lfr.
    Pretty much.
    Also: unlimited combat rezzes. You don't get those in LFR and they make a huge difference. In that regard, LFR is actually harder.

  3. #43643
    Quote Originally Posted by Granyala View Post
    Pretty much.
    Also: unlimited combat rezzes. You don't get those in LFR and they make a huge difference. In that regard, LFR is actually harder.
    [/QUOTE]

    Christ the amount of LFR's a single RDM could keep alive with the mp regen ross role ability alone
    http://theeorzeanfrontier.blogspot.co.uk/ Neckbeard rambling about this weeaboo trash

  4. #43644
    Quote Originally Posted by StrawberryZebra View Post
    It's not a method that will keep everyone happy 100% of the time. Provided there are other jobs that do fit what you're looking for both in terms of playstyle and asthetics then I don't think it's a massive issue. An MMO without a Job that you like playing isn't one you're going to stick around with for very long afterall.

    I do think that for a game like FF14 that assumes it's audience hasn't played an MMO before and has lots of great introductory content for them, having an "easy" Job for each role is appropriate. There's lots of time later on down the line to add more complex and challenging jobs, but it's hard to add a new job that's designed to appeal almost exclusively to new players thrown in a couple of expansions down the line.
    As much as WoW gets stuff wrong this is one area they do fairly well. Look at Ret Paladins, often touted as the simpletons DPS spec, but I have the ability via talents to select a more robust gameplay experience. I can pick talents that give me a short duration buff to manage, additional procs, a whole new GCD ability, etc.

    I can turn Ret from a simpleton's DPS spec into something that actually requires "effort" to play well. Even in FF14 I'm 100% ok with the concept as simple jobs, but give me options to change that if I want.

    Quote Originally Posted by dope_danny View Post
    How the fuck is the baseline WoW lfr player getting dumber AND ruder? like Alliance raids sometimes gets a ' COME ON YOU NEED TO MOVE' in chat for certain mechanics but its like "oh its just lfr" is a hand waving way of dealing with whats like barrens chat: the raid experience.

    The two get compared a lot but out in the open world it seems player behaviour is pretty similar in both but theres something about lfr vs alliance raids that just turns people into animals.
    I'm not entirely sure that's even possible tbh. They're already rock bottom as far as I am concerned. LFR and Alliance Raids are compared because they're the most apt comparison, but it's no stranger that AR's are generally more "challenging" (minus the few that you couldn't fail if you tried, much like LFR).

    Quote Originally Posted by Granyala View Post
    Not every class has to be overly convoluted and tough to play.
    I like that there are different styles.
    Agreed, but rather than forcing the job as the sole factor let the player have that decision by expanding jobs functions and toolkits.

    IMO of course.

  5. #43645
    The Insane Granyala's Avatar
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    Quote Originally Posted by Wrecktangle View Post
    Agreed, but rather than forcing the job as the sole factor let the player have that decision by expanding jobs functions and toolkits.
    IMO of course.
    You know as well as I do, that the raiding community would "enforce" FOTM-BIS.
    I've seen it with Blizzards approach to the new talents in WoD. Complicated stuff ended up FOTM because, in the hand of skilled players, the talents were stronger.

    Personally I don't like fighting my classes gameplay and the boss at the same time. My class should be relatively simple, not 3 button braindead but also not adorned with artificial complexity like HWs Henochian incarnation.

    As a healer, most complexity comes from reacting fast and saving failing players, I agree that healers (esp pure healers w/o side gigs) aren't particularly engaging when everyone involved has skill and knows what he is doing. I don't believe we should "balance" healer complexity around these scenarios because most people clearly do NOT know what they are doing and it is already up to us to compensate as many fails as humanly possible.

  6. #43646
    Quote Originally Posted by Wrecktangle View Post
    As much as WoW gets stuff wrong this is one area they do fairly well. Look at Ret Paladins, often touted as the simpletons DPS spec, but I have the ability via talents to select a more robust gameplay experience. I can pick talents that give me a short duration buff to manage, additional procs, a whole new GCD ability, etc.

    I can turn Ret from a simpleton's DPS spec into something that actually requires "effort" to play well. Even in FF14 I'm 100% ok with the concept as simple jobs, but give me options to change that if I want.
    That lack of flexability has always been an issue with FF14, even right back when they had stat points you had to manually assign. Cross-role skills could have help bridged that gap, but they've repeatedly dropped the ball when it comes to making good skills to the point where they've let you take them all anyway.

    The upside is that the performance delta between the worst and best players should be much smaller than a game like WoW, you can't leave important parts of your job behind like you could with powerful talents in WoW. The downside is that if you have a Job that's simple by design, much like the White Mage, then there's nothing you can do as a player to make that experience more challenging for yourself short of deliberately handicapping yourself.

    I'd like to see FF14 open up more when it comes to Job design. They have hinted at changes with Shadowbringers, but without much in the way of information on what those are going to be all we can do is speculate. I'm hoping we'll see more ways to customise how our Jobs play, if that is via new Cross Role skills, a talent type system or something else entirely, I'm keeping my fingers crossed that we see something in this area.

    Quote Originally Posted by Granyala View Post
    As a healer, most complexity comes from reacting fast and saving failing players, I agree that healers (esp pure healers w/o side gigs) aren't particularly engaging when everyone involved has skill and knows what he is doing.
    I've never considered that "Whack-a-Mole" style of healing to be particularly engaging myself. It's extremely reactive, you're not making things happen yourself, you're waiting for them to happen to other people. That's why I'm in favour of MP being a much more important resource for healers. It doesn't add much extra complexity at a base level, but it does add a much needed decision making process to the role. I don't recall ever having to decide if I should save a DPS or save the MP because I need it for tank healing. Nor have I ever had to decide if I should be using a powerful heal or an efficient one. I can just do it all anyway because MP is a none issue.

    It also shifts some of the responsability to the rest of the group too. If there are too many fails across the group as a whole then you'll wipe because your healers ran out of MP. There's also an extra dial in the form of DPS. The faster you kill a boss the less time your healers have to be active, therefore allowing you to make more mistakes without hitting that failure state.

  7. #43647
    Everyone knows the challenge behind playing White Mage is putting as many tanks through the 1% challenge as possible (letting them get as close to 1% health as possible before they either freak out and pop their invuln CD or you get off a benediction without it getting eaten)

    As an aside my FC doesn't let me WHM heal for them anymore.

  8. #43648
    I can't actually stand WHM. AST for life.

  9. #43649
    Quote Originally Posted by StrawberryZebra View Post
    I've never considered that "Whack-a-Mole" style of healing to be particularly engaging myself. It's extremely reactive, you're not making things happen yourself, you're waiting for them to happen to other people. That's why I'm in favour of MP being a much more important resource for healers. It doesn't add much extra complexity at a base level, but it does add a much needed decision making process to the role.
    Yeah, this is part of why I loved healing in Cataclysm in WoW.

    Mana was important and you couldn't just throw things around willy-nilly. Efficiency became super important, knowing the encounters became extremely important.

    At one point I had scripts written up for every boss in Tier 11 Heroic and most of Firelands to help healers understand threats, downtime, when to use cooldowns, if you could use a cooldown early to conserve mana and have it back for a critical time later, etc. (Actually had a guide site approach me about using them for their site once and making a healer guide, hah. No.)

    It was actually pretty fun and really let good healers stand out. A good healer familiar with the fights and good at conserving mana could absolutely make a fool of other healers. I never felt that way as a healer at any other time in the game.

  10. #43650
    The Insane Granyala's Avatar
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    Quote Originally Posted by StrawberryZebra View Post
    I've never considered that "Whack-a-Mole" style of healing to be particularly engaging myself. It's extremely reactive, you're not making things happen yourself, you're waiting for them to happen to other people. That's why I'm in favour of MP being a much more important resource for healers. It doesn't add much extra complexity at a base level, but it does add a much needed decision making process to the role. I don't recall ever having to decide if I should save a DPS or save the MP because I need it for tank healing. Nor have I ever had to decide if I should be using a powerful heal or an efficient one. I can just do it all anyway because MP is a none issue.
    It also shifts some of the responsability to the rest of the group too. If there are too many fails across the group as a whole then you'll wipe because your healers ran out of MP. There's also an extra dial in the form of DPS. The faster you kill a boss the less time your healers have to be active, therefore allowing you to make more mistakes without hitting that failure state.
    There is already plenty of punishment here, no need to punish us healers even more. If you let the DPS die, you are most likely hitting the enrage of a savage encounter anyway.

    Stuff you propose would work in simpler content sure, but it would make savage even more of a nightmare than it already is.
    BTW: if you tighten up on mana, the first thing that would go out of the window would be healer DPS. So the first consequence would be that you stand around doing nothing when there is nothing to heal.

    If you want to punish DPS players for fucking up w/o putting more pressure on the healers, give them a damage down that persists through death if they fail.
    Last edited by Granyala; 2018-12-29 at 09:12 AM.

  11. #43651
    Quote Originally Posted by Granyala View Post
    There is already plenty of punishment here, no need to punish us healers even more. If you let the DPS die, you are most likely hitting the enrage of a savage encounter anyway.
    I think you're missing the point here. It's not to "punish" anybody. It's to shift healing from being a role based around reaction speeds to being about longer term planning and stratergy. Having a finite resource to power your healing means there has to be some decision making that goes into how you spend it best. It creates a system where you want to maximise your efficiency rather than look to snipe as much HPS as possible.

    It opens up new gearing opportunities too. Having to make a choice between healing output and having extra resources to heal with is an interesting problem for the players. The answer is going to vary from player to player, what kind of content you're doing and so on. That's a challenge to think about outside of combat. Finding that ideal balance of healing output and resource management adds a lot of depth to how you play without adding any mechanical complexities at all.

  12. #43652
    Pandaren Monk The Casualty's Avatar
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    Quote Originally Posted by StrawberryZebra View Post
    I think you're missing the point here. It's not to "punish" anybody. It's to shift healing from being a role based around reaction speeds to being about longer term planning and stratergy. Having a finite resource to power your healing means there has to be some decision making that goes into how you spend it best. It creates a system where you want to maximise your efficiency rather than look to snipe as much HPS as possible.

    It opens up new gearing opportunities too. Having to make a choice between healing output and having extra resources to heal with is an interesting problem for the players. The answer is going to vary from player to player, what kind of content you're doing and so on. That's a challenge to think about outside of combat. Finding that ideal balance of healing output and resource management adds a lot of depth to how you play without adding any mechanical complexities at all.
    Longer term planning and strategy happens, just not in lower level content. If you look at say the second half of O12S with Final Omega, one spot I seem to recall being difficult to figure out how to cover for the healers (I must admit I don't heal in savage so this is mostly from the discord discussions during raid) when we were learning it is the Ion Efflux after Patch, then having to go into Hello World and figuring out how to best utilize cooldowns and get coverage for all the people who have Critical Synchronization Bug, deal with the Critical Overflow Bugs and have everyone healthy enough to survive the second Ion Efflux.

    The same thing could be said of quite a few of the savage encounters - the problem is the bar outside of savage raiding is so low that you don't have any real decisions or planning to make.

    And that doesn't just apply to healers. In an Ex Roulette, as long as the tank and healer are doing sufficient DPS, the actual DPS can basically play however they want and all it will do is slow down the chain pulling. I imagine that even if the tank and healer are strictly sticking to only heals and only aggro combos in tank stance the DPS could STILL do basically nothing and while the instance might be abysmally long would still likely be doable. Who would actually put up with that is an entirely separate matter.

    Tanks, similarly, don't require a whole lot in dungeon/24 man instances. Keeping aggro is about it - and you don't even need your actual aggro combo to do that anymore. Maybe because I play one the vast majority of the time I might nit pick here, but most of what I want to see is QoL stuff like not stopping to mess around with mobs when you are pulling multiple groups and making sure to cycle through cooldowns properly on bigger pulls. That last one might be more required if you do bigger pulls, but pulls like that aren't necessary.


    That being said...

    My wish for the expansion would be to massively prune down skills. No one should need 3+ hotbars of routinely used abilities. A standard rotation minus cooldowns and stances shouldn't take up 2 hotbars. In most games a convoluted way to control your character is bad game design. I don't know why that shouldn't hold true in an MMORPG. I'm not asking for a jobs to become more mindless. They can give us procs to watch or a priority system or something else so we aren't just mashing the 1 key or the X button and can still make intelligent decisions.

    You could still have complicated design without forcing people to remember the often-times John Madden style openers. With raising the floor on character ability, maybe they could do the same to regular group content. Maybe an Ex Dungeon could be somewhere in between where it is now and an Ex Trial.
    Last edited by The Casualty; 2018-12-29 at 04:34 PM.

  13. #43653
    The Insane Granyala's Avatar
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    Quote Originally Posted by StrawberryZebra View Post
    I think you're missing the point here. It's not to "punish" anybody. It's to shift healing from being a role based around reaction speeds to being about longer term planning and stratergy. Having a finite resource to power your healing means there has to be some decision making that goes into how you spend it best. It creates a system where you want to maximise your efficiency rather than look to snipe as much HPS as possible.
    People do not deliberately fuck up. People cannot plan around who fucks up.
    Encounters are already at their limit often to the point that if one mistake happens, the group wipes.
    You want MORE punishment? Encounters would become impossible for most folks out there (sure Ultimate clearing folks wouldn't mind but very few people play at that level).
    Lenient healer mana is basically the only error correction we've got right now (at least as long as you aren't instagibbed by the next unavoidable damage due to your stack).

    You would have to change encounter design considerably to make such a model work and quite frankly: I doubt that most healers would like it, because ultimately it would end as it did in WoW: healers feeling pathetically weak, barely able to compensate anything because: lolmana.

    No thanks. I prefer the system as it is now.

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    Quote Originally Posted by The Casualty View Post
    The same thing could be said of quite a few of the savage encounters - the problem is the bar outside of savage raiding is so low that you don't have any real decisions or planning to make.
    This.
    A monkey could complete non savage/ex content.

    I mean we all like to moan about ice mages... fact of the matter is: it doesn't matter whether you get 2 ice mages in your group.
    Apart from the run taking 5-10 minutes longer nothing will happen.

  14. #43654
    Quote Originally Posted by Granyala View Post
    You would have to change encounter design considerably to make such a model work and quite frankly: I doubt that most healers would like it, because ultimately it would end as it did in WoW: healers feeling pathetically weak, barely able to compensate anything because: lolmana.
    At least it enforces real trinity instead of damage dealers, damage dealers with off-heals and damage dealers that passively generate threat and use a few mitigation abilities on long CD.
    Quote Originally Posted by anaxie View Post
    Looking for Raid.
    They never found one though

  15. #43655
    The Insane Granyala's Avatar
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    Quote Originally Posted by Rogalicus View Post
    At least it enforces real trinity instead of damage dealers, damage dealers with off-heals and damage dealers that passively generate threat and use a few mitigation abilities on long CD.
    Only thing it would change is that healers no longer DPS.
    As I already said: you cannot "strategize" around player fails. It's a binary decision: you either have the resources to save ass or you "don't".
    Having the resources and deciding not to rez/heal is not a valid option, because a dead player = wipe due to enrage.

    So this model simply wouldn't work anyway.

  16. #43656
    Quote Originally Posted by The Casualty View Post
    Longer term planning and strategy happens, just not in lower level content.
    I was meaning on an indivdual level more than on the raid level. Using Largesse and dropping to your small heal to conserve your MP is something you'll never have to do at present. Blowing your MP bar early to regen it all ASAP with your cooldowns is something you'll never have to do. Simply making the MP bar something you can run out of is enough to force you to rethink your approach to individual boss fights. It opens up a lot of strategic choices that don't currently exist.

    While big raid cooldowns will still need some degree of coordination, allowing the individual healers to use their personal cooldowns to preserve their MP or to push the boat out as needed does allow for more depth than what we have right now. You're adding an extra layer to the role without adding any extra skills or new mechanics.

    Quote Originally Posted by Granyala View Post
    You would have to change encounter design considerably to make such a model work and quite frankly: I doubt that most healers would like it, because ultimately it would end as it did in WoW: healers feeling pathetically weak, barely able to compensate anything because: lolmana.
    We're heading into another expansion soon, if encounter design were to change, that would be the ideal time to do it. The current design encourages simply pushing out the required HPS on demand. That doesn't leave you with a lot of interesting options - You heal up, or you wipe. Having MP as an extra dial allows for a wider range of scenarios to play out across the entire spectrum of group content. I'd rather not simply be stuck with varying shades of HPS check from here until eternity.

    For what it's worth, my WoW Paladin feels like a very strong healer. It's got strong cooldowns, fun abilities and interesting ways to combine the two to flesh out an individual playstyle for yourself. The fact I can run out of mana is all that stops me being able to solo M+ dungeons, not in time mind you, but I'd still get them finished eventually. The only reason that kind of healing power is balanced is because of how limited it is.

    Quote Originally Posted by The Casualty View Post
    My wish for the expansion would be to massively prune down skills. No one should need 3+ hotbars of routinely used abilities.
    I know WoW gets a lot of flak for this, but honestly it's probably the right way to go. I can fit all the skills my Paladin needs onto two hotbars, and have enough space left over for Mounts, Healthstones, Drinks and so on.

    The best part is they're all useful in the majority of circumstances. I use my taunt often enough with my DPS and Healing specs for it to have a keybind. I use my CC abilities and defensive cooldowns enough to have them a keybind, I use my Racial ability often enough to have a keybind for it. I even have enough space left over to keybind talents I'm not currently taking. The one skill I have that almost never gets used? My res spell, because it's rare that people die on me.

    You don't have many skills, but they're all used. That's good design imo, everything has a purpose and a use and there are no filler skills that are there to just make up numbers. It's great for the UI too, being just two bars it doesn't take up much real estate allowing me to see what's going on around me. My FF14 UI is such a fustercluck of bars, bloated party UI's and job gauges that it's sometimes hard to take everything in. Squenix's policy on Addons is a huge hinderance in that regard.

  17. #43657
    The Insane Granyala's Avatar
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    Quote Originally Posted by StrawberryZebra View Post
    We're heading into another expansion soon, if encounter design were to change, that would be the ideal time to do it. The current design encourages simply pushing out the required HPS on demand. That doesn't leave you with a lot of interesting options - You heal up, or you wipe. Having MP as an extra dial allows for a wider range of scenarios to play out across the entire spectrum of group content. I'd rather not simply be stuck with varying shades of HPS check from here until eternity.
    Again:
    The "interesting decisions" are only in your head. In reality there are no decisions to make nor will there ever be any.

    A player failed. (You cannot influence that fact, no matter what you do)
    2 Options: Player dead / Player alive
    You ask yourself: Do I have the resources & time to rez or heal him up?

    Yes -> save his sorry ass
    No -> hope s/o else can save his ass or wipe the raid

    You will NEVER, I repeat: NEVER have the option to have the resources and NOT save his ass because that would ultimately result in you sabotaging the raid.

    As such: there is no decision, no planning to do here. It's a binary yes/no thing, depending on your resources. Making MP more tight would only mean that you answer "no" more often which only results in less error correction, more wipes and subsequently harder boss fights.

    Same goes for the "efficient" heals vs "non efficient" heals. You do NOT make a decision either. You can in lower tier content aye, but higher end content simply FORCES you to use the non efficient, strong heal in most situations, because the GameDEVs already made the decision for you and do not give you the needed time to up a person (or the group) with slow, efficient heals.

    Regarding healing CDs: I already pre plan these across the fight. I know in which situations I need them and I know which situations I can handle w/o. Always funny if co healer dies and I need them ahead of time, making both of us improvise at the point I originally intended to use them. ^^

    I've seen it in WoW. Blizzard changed the healing model, yet damage continued to be spiky as fuck, so you pushed your non efficient heals as much as humanly possible and only resorted to non efficient heals when you had no alternative.

    I fully agree on the topic of further pruning though, esp on DPS classes.

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    Quote Originally Posted by StrawberryZebra View Post
    I was meaning on an indivdual level more than on the raid level. Using Largesse and dropping to your small heal to conserve your MP is something you'll never have to do at present.

    Blowing your MP bar early to regen it all ASAP with your cooldowns is something you'll never have to do.
    No, because
    a) Encounters force situations in which you need Largesse, thus reserving it for increased output.
    b) Encounters do not give you the time to herp a derp with the small heal for 20 seconds. Do you know how much DPS you would lose by doing that?

    In general, it is my experience that GCDs are far more valuable in FF-XIV than mana is.

    Not sure about you but I constantly run out of mana, to the point that I have to use mana pots and/or stop DPSing in order to have enough of a reserve for an upcoming critical situation.
    So yes: I REALLY NEED these MP regen CDs and I am pretty conscious of my mana status. (We don't have a BRD or MCH in the group)

  18. #43658
    Quote Originally Posted by Granyala View Post
    In general, it is my experience that GCDs are far more valuable in FF-XIV than mana is.
    Which is exactly the design choice I was advocating against. It's the entire reason you're left with HPS checks and binary yes/no failure states. The gameplay is reduced to a simple game of "Whack-a-mole". It's extremely shallow even when compared against other FF14 Jobs, let alone when compared against other MMO's. Hell, it's even too shallow for League of Legends! To the point where Riot completely overhauled their healing Champions to fix the issue.

    It's why I no longer play SCH, once I got gear the challenge just dropped out of the bottom. It never felt like I was playing smart, or skilled, only that I was going through the motions. Sure, I can carry pretty much anyone through even the most severe of fuck-up's until they have that many Vulnrability stacks that they get one shot. But that's also part of the problem as far as I'm concerned - When the difficulty of your role is determined almost exlusively by how bad other players are, then there's something very wrong at a fundamental level.

    If the difference between an exceptional Healer and one who's merely competant enough to complete the content comes down to how fast they can react then we're at the point where Developers have nothing else left that they can do to challenge us. It's a highly limiting design, both for the players and for the developers. Loosening that up and adding other variables to the equation allows for more dials developers can use to challenge their players with.

    I'm not saying that we should just scrap the current design right now and replace it overnight. But we're heading into a new expansion soon, having new content bring with it new mechanics and challenges expands more than just the games content. It's the ideal opportunity to update and replace broken systems.

  19. #43659
    The Insane Granyala's Avatar
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    In order to do that, DEVs would have to stop punishing every mistake with massive damage taken.
    Right now, every fail is laid to rest on our shoulders.
    If WE fail, it's typically a wipe.

    I agree that this kind of system needs change but I don't see it happening. I also never saw a radical change happen in WoW. Healing is still a game of "react fast and pump up their HP as fast as you can before the next big unavoidable AoE kicks in" Not that far off from missing a healing GCD = a wipe like it was back in Sunwell.
    I don't think you can do much else to challenge healers in games like this.

    At least not if you want to provide an unrestricted healing role and the feeling of "yeah I saved your incompetent butt, I'm awesome!".

  20. #43660
    Quote Originally Posted by Granyala View Post
    Again:
    The "interesting decisions" are only in your head. In reality there are no decisions to make nor will there ever be any.

    A player failed. (You cannot influence that fact, no matter what you do)
    2 Options: Player dead / Player alive
    You ask yourself: Do I have the resources & time to rez or heal him up?

    Yes -> save his sorry ass
    No -> hope s/o else can save his ass or wipe the raid

    You will NEVER, I repeat: NEVER have the option to have the resources and NOT save his ass because that would ultimately result in you sabotaging the raid.

    As such: there is no decision, no planning to do here. It's a binary yes/no thing, depending on your resources. Making MP more tight would only mean that you answer "no" more often which only results in less error correction, more wipes and subsequently harder boss fights.

    Same goes for the "efficient" heals vs "non efficient" heals. You do NOT make a decision either. You can in lower tier content aye, but higher end content simply FORCES you to use the non efficient, strong heal in most situations, because the GameDEVs already made the decision for you and do not give you the needed time to up a person (or the group) with slow, efficient heals.

    Regarding healing CDs: I already pre plan these across the fight. I know in which situations I need them and I know which situations I can handle w/o. Always funny if co healer dies and I need them ahead of time, making both of us improvise at the point I originally intended to use them. ^^

    I've seen it in WoW. Blizzard changed the healing model, yet damage continued to be spiky as fuck, so you pushed your non efficient heals as much as humanly possible and only resorted to non efficient heals when you had no alternative.
    All of this is only true when encounter design/tuning is either done poorly or is intentionally this way (in the case of XIV).

    Healing in WoW during Cata is a fine example of design and tuning that very strongly encouraged thoughtful usage of your mana. Sure, you were sometimes forced to "spam your biggest/fastest heal" on someone to keep them alive, but then your mana was stressed and you had to make some compromises or decisions over the rest of the fight. Or communicate with other healers.

    I absolutely loved healing in Tier 11. I can't help but think all the complaining about that era came from people who were spoiled as hell through the XIV-like WotLK era where you just mashed all your buttons if you felt like it.

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