Sorry, but this isn't really true. There are quite a few solo scenarios in the BLM job quest line where having Drain made things substantially more reasonable. They're do-able without it, but are noticeably more difficult.
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Its like you don't know the meaning of clutch.
Its situations that RARELY happen
and you just saying that there is no situation that it was meaningful...your opinions cant erase the reality of the things that happened the small lil times a triple casted drain was useful to me.It was useful those little times and its annoying for skills to be removed without giving something back,like they removed the almost useless physic? they gave drain which scaled off damage which was a tad more useful so it was fine. 1 for 1. Its very bad game design to jurt remove things without giving other types of tolls that do a comparable role back of the skill that was removed.
Yeah totally agree we will be alright.I just find it distasteful when little tools are removed without giving something comparable back ((even if its a tad different but does a similar job)) like maybe a toggle that made ur next spell drain some of the damage done to life back,and give it a cooldown so it isn't broken
In this case, I think the cases where it was extremely valuable are rare enough that it's not bad game design to remove it. We got by just fine without it before Stormblood. We'll get by without it now. For it to actually be worth leaving in the game, it would have to be made significantly better than it is. Also keep in mind that it wasn't BLM specific. It was magical DPS, and it was useless to RDM once they got Vercure, and useless to SMN (though maybe less useless now, thinking about it).
I’m gonna level with you, I can’t think of a clutch scenario I’ve encountered in which triple Drain would serve me better than either triple Fire 4 or triple Sleep. If you ever find drain helpful, odds are you’ve made a mistake.
Drain healed 80% of an 80 potency attack. You were better off killing whatever it was, or putting it to sleep. If its a dungeon boss, thats an issue with the healer.
An 80 potency attack at my level (78) would be the equivalent of 2,750ish potency attack. You would heal yourself for 2,200. My health pool is 65k.
Drain would heal you by 3%... The server tick heals you more than that.
Its unlikely that the old drain will save you over "the crappy healers."
Ask for adjustments to the content, ask for adjustments to self sustain, but asking for old Drain is just a waste of energy, and I'm one of the people who are just saddened completely with the loss of so many role skills. To me Erase was gold and just undertuned and undervalued.
Drain was neat, but it is definitely under-tuned in its former version. It was never a good idea. I could see a buff to it, to increase its potency to 125 and heal 100% of it, but anything short of that is just too little too late. Even that is pretty mediocre. Since SMN damage is now a base of 200, I think it would make allot more sense at this potency. A separate sustain option would be better.
I converted Physick into potency for SMN btw. It wass about 26 potency at the end of STB with i400 WD. Drain in comparison is 64. Its not doing much better.