You're getting a hint of how it feels to be holding a melee card looking at the cracked ninjas in the other alliances while your party of five dancers argues over who gets to partner your PLD.
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Alliance Raids make me simultaneously wish that Healers' AoEs themselves were kept more in check and that the encounters regularly gave players more reason to be spread out -- especially, as parties.
For instance, I'd kind of like it if AoEs were at least partially a split-heal, so their 4-man and 8-man values were far tighter (faintly increasing their use cases in 4-mans and greatly decreasing how redundant they make ST heals in 8-mans), but I'd also like for it to affect allies regardless of whether they're in your party (or even in your alliance). Similarly, I'd like it if, say, Sacred Soil could only affect up to 8 players at a time and prioritized party members, but wouldn't constraint itself to just party members.
If 100% XP was no longer guaranteed for whoever claims the first point of Enmity against FATE mobs (which should probably happen regardless, as not to incentivize HoTing every player near add spawns to steal credit), that might well be feasible.
I don't need to imagine it, I played through it, Thunder God Cid pre nerf was a good time. Then they had to remove all of the threat of potentially wiping to him. It's absolutely cringe to me that he is the only 24man boss that gives you the echo buff, like how bad does SE think their players are at the game that they need that
The worst part is that they nerfed him in addition to adding echo, so even when a tank takes the tether and eats the physical vuln, you can heal them through it just fine. The explosion from stacking the bubbles also no longer wipe the alliance, and the bleed from missing a duskblade circle is also non-threatening anymore. They nerfed him so hard that it's so sad, he wasn't even that hard in the first place.
Ultima too, the phase transition used to be a heal check. One of the few, if not single moment healers get the spotlight in normal content, and it's reduced to "cast a regen, you can keep Glaring now"
PS: overall that's why I like Aglaia, all tank busters affect all 3 tanks, and they have their own stacking mechanics, to remind them offtanks are still tanks, but that's not here nor there for this thread lol
the irony is that they fixed Undraw by making MA active every time you drew a card. It effectively replaced Undraw because you can always ditch a card for a lady/lord. Draw was also effectively on a 1 min cd, despite being 1 charge, since you had to RR. Now all we got is a jank version of MA and 2 charges of Draw which only acts as busy work for the sake of busy work and offers no synergy outside of just being a 30 sec ogcd.