7.2 will bestow us 5-10 more potencies to Glare III, Dia, Dia ticks (Why, yes! They are separate actions!!!), Dosis III and/or E.Dosis III. Or maybe to Phlegma III & Glare IV, even!
Look, Mah! Healers are saved! /s
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7.2 will bestow us 5-10 more potencies to Glare III, Dia, Dia ticks (Why, yes! They are separate actions!!!), Dosis III and/or E.Dosis III. Or maybe to Phlegma III & Glare IV, even!
Look, Mah! Healers are saved! /s
It seems like the desired healer complexity will be only in Cresent... I hope this is a test to see if it's worth it but I'm not getting my hopes up. Unless, they decide to limit the phanton job system somehow.
if it's anything like Bozja I'd figure some phantom jobs would have gimmicks that are intended to be used by healers and makes me wish it was in the main game.
We had cleric stance there, perhaps we'll see time dilation here.
Basically just bozja actions wrapped into a sub-job role package so having more skills usable. Like you can already tank as healer with a mix of bozja kills.
I find it funny how Geomancer and Chemist are included as phantom jobs. Hopefully for the most part, all phantom jobs rely on knowledge level and not consumables.
I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)
Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse
They might be able to get away with runescape’s bronzeman/ironman system if they wanted them to be permanent unlocks. Basically they are permanent but YOU have to get them yourself and they have complex unlock systems (like say to unlock phantom WHM ultimate action you need to level phantom SCH, AST, GEO, SGE, CHM and BRD to at least level 15) but even that encourages the “solo-ation” of an MMO like RuneScapes Ironman system does
If they weren't 99 casts per consumable and said consumables didn't consume actual inventory space, I might be tempted to agree. As they are, though, it's just a inventory-bloating means of constraining changes in loadout that could just as easily be done without said inventory bloat, if those constraints were better for the experience (which I'm not certain it is, at least to the extent caused).
That said, apply your logic to any other skill system unlock:
Fire II now requires farming "Fire type" mobs in the range of level 18 to 26 to allow for a chance to drop an item to be taken to a particular town to be converted through a few menus into a pseudo-item limited in searchability and manipulation to a particular UI interface from which to eventually acquire an action allowing for 99 casts of Fire II. In this way the open world is kept "relevant" -- all driven by a desire to be allowed to use the skills you progressed the game to be able to use. After all, if the actions were permanent unlock, you'd only need to level your character to retain access to the whole of the gameplay meant for that higher level experience and all of XIV's auxiliary systems besides achievements and... leveling other classes/jobs... would fall away and make the experience way worse. /s
Now, sure, that's base kit and the Lost actions are extra, but... again, I don't see why it would be preferable to deal with the bloat required by the current system over, say, simply acquiring the Lost Actions directly (no inventory bloat, no returning to camp), with up to X weight slotable at a time (swappable outside of combat), and where the slot itself retains the given CD, or lost actions being solely unlocked and then sourced off a handful of types of Essence akin to non-percentile MP generated only from kills and objective completion (with Action effects varying somewhat based on the Essence you junction to them, with one choice generally being best but perhaps harder to maintain).