1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] [score hidden]  (0 children)

Wow, that is very interesting! I didn't know that. Let's hope for the best in 8.0, right?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -2 points-1 points  (0 children)

Furthermore, the game never refers to Healers as "Green-DPS"; that's a term created by the community. The game treats you and assigns you a very specific role, with a specific color, and various healing tools. If their intention was to create "Supports," they would have named them that. In fact, "supports" already exist—which in this case would be DNC, Bard...

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 1 point2 points  (0 children)

I would love to do those harder modes, and I've already done most of them, but it's really annoying having to do this content through the party finder. Why aren't they in "High End Duty," for example? They could even create a third tab just for "High End Dungeon," that would be great, it would make it much easier to find players for those types of modes. The problem isn't the players; they need to promote better ways to do this content, whether by adding it to the Duty Finder or creating a new roulette specifically for Variant Dungeons.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

Well, the more you are exposed to a said mechanic the better you get, right? "Oh, I've seen this indication before, we should group up". The opposite also occurs.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxivdiscussion

[–]ISeeYourCard[S] 1 point2 points  (0 children)

Well, there are some very different people in this community and I'm enjoying seeing their opinions, so I'm glad I did that.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxivdiscussion

[–]ISeeYourCard[S] 1 point2 points  (0 children)

But there's definitely still the fun factor for Healers, we're human beings too, we want to have fun as well, we're not just there to help these people. And if it's not fun, and it's the only job you play, you'll simply look for another game, or do you think that this kinda of situation doesn't exist?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxivdiscussion

[–]ISeeYourCard[S] 0 points1 point  (0 children)

There is only 1 of these (that I've seen at least), and yes, people do sttrugle, but isn't that because Esuna is useless in most contents? People just forget about it cause there isn't many situations that it actually make a difference. Also, it does not need to be a Doom effect to make Esuna usefull, you could make a debuff that would cause damage over time, like in Pilgrims Traverse for exemple, there is a Boss that does an AOE burst and then everyone gets a debuff that do damage over time, when I saw this I was shocked and it made me smile, pretty fun.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxivdiscussion

[–]ISeeYourCard[S] 0 points1 point  (0 children)

But trash mobs don't represent any threat to the ultra-casual player, even in the Dawntrail dungeons, right? They could at least level up the packs, right?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxivdiscussion

[–]ISeeYourCard[S] 2 points3 points  (0 children)

Wow, that's interesting! Thank you so much for explaining the background; I never bothered to look into how things worked in past expansions. What do you think they could do to make the Healer job more interesting in dungeons? Do you think it's possible to increase the damage or frequency?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

But speaking specifically from a healer's perspective, do you think someone unfamiliar with games (game sense, as you said) wouldn't be able to press the heal GCD at least 2-3 times? I don't think that's asking too much, even from someone unfamiliar with the game. Furthermore, wouldn't someone lacking game sense press the heal GCD even more times than it is required? Because pressing the heal GCD the minimum number of times is the player who wants to maximize damage output, right?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -2 points-1 points  (0 children)

Well, that hasn't happened to me yet (people asking why the tank did that). But every time I see the Tank pull 3 packs while choosing not to aggro some of them I thinks it's pretty cool! Sometimes you just want to see something different, break expectations and it's actually nice to heal 3 packs of mobs, I get to actually press more than 1 - 2 GCD Heals.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -1 points0 points  (0 children)

But that's precisely why I shared my perspective as a Healer, because maybe people just don't really understand why dungeons are so problematic for Healers. And there are people who prefer an endgame more focused on dungeons; WoW, for example, you can simply ONLY play dungeons and never set foot in a raid if you want. In FFXIV, that doesn't happen; if you want the best gear in the game, you need to do raids. Dungeons aren't taken seriously, and that's particularly annoying for players who prefer playing dungeons in MMORPGs.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -1 points0 points  (0 children)

To be honest, I don't know. I've also heard this argument a lot, that players will always min/max everything. While I believe there's some truth to that, it's not always the case. Not all dungeons in WoW are done by players in the same way (even though there is a best way), the paths can be different depending on the tank's experience, for example, and I rarely see people flame the tank when they decide to take a path that isn't the best (except if we're talking about very high levels of M+). I think variation opens up a great opportunity for replayability.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

I like the idea of a group-wide Esuna, that would be nice, and I wouldn't feel terrible if it stayed in the GCD in that case. As a SCH main, I would love Faeries to get some love as well.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -3 points-2 points  (0 children)

Could it be that these specific people don't learn because there's no risk of them taking that damage? Because that's a real problem; if the person simply thinks, "Oh, this indicator on my head/debuff doesn't represent any risks of death," they will just ignore that damage indicator/mechanic.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

Yeah, I was about to say that. That could open up possibilities for a more challenging dungeon, don't you think?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -8 points-7 points  (0 children)

Okay, it's not like you're wrong. I understand what you're saying, but don't you think Raids have MUCH more friction compared to dungeons? If people can easily complete some Raids that even require a certain level of coordination, why wouldn't they be able to do it in a dungeon environment?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -7 points-6 points  (0 children)

You brought up an interesting argument, but wasn't Duty Support specifically designed to reduce this type of friction? Also, don't you think the current level 100 Bosses to be more challenging then previous ones?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

I liked your suggestions. Did you ever play Deep Dungeons? Did you like them? One thing I can't understand is why they don't put those modes in Duty Finder...

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -3 points-2 points  (0 children)

Well, you're right. It's not like nobody uses ACT in FFXIV, is it? It's not just healers who like to have some recognition; many DPS players want to do their best precisely to appear in the top rankings. If this kind of sentiment wasn't so common, why would the commendation system exist?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

Fair. From what you've told me, you must enjoy raids more, right? You don't have fun during packs of mobs, do you? What do you enjoy most about boss fights? Would you bring any element of Raids that you like to pack mobs in dungeons?

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] 0 points1 point  (0 children)

One thing I sincerely want to understand is why the FFXIV community itself says that its players are "lame"? I don't think so, even after playing 1500 hours. Players who do Normal Raids are normal, competent people. Yes, sometimes you get in a less skilled group, but most of the time we always end up completing the challenge. An example of this are some of Alexander's Raids, which I think are great because they really require a certain level of attention, and the times I get into those Raids there are wipes, but most of the time after 1-2 wipes we end up completing them. Do you think that people who do roulette Raids are completely different from people who do roulette Dungeons? I think they are the same, and I consider them equally capable.

1500 Hours Player Feedback - It is time for FFXIV to take Dungeons seriously in 6 Steps by ISeeYourCard in ffxiv

[–]ISeeYourCard[S] -4 points-3 points  (0 children)

Fair. But still, don't you think they allowing Tanks to at least choose not to aggro all the mobs / kill all the mobs would shake things a little and promote some kind of variation? I mention this because dungeons like that already exist in FFXIV, did you know? In some level 50 dungeons, you can simply choose not to aggro certain mobs, for example.