This is another one of those complaints that are gonna go silent as soon as the patch releases and players go
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This is another one of those complaints that are gonna go silent as soon as the patch releases and players go
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Thanks for your insightful post Kiara :)
@Noctis
I didn't get the image-humour D:
http://i1193.photobucket.com/albums/...plesEmolga.png
That's right.
I still believe healing for most party members is intended to be a personal matter while the healer focuses on the tank plus emergency group healing.
This is not really relevant..
The issue at hand is what are you going to do when you need to cast two cure very fast and you only have one that is in recast timer after the first cast. It'snot like they can eliminate the recast timer or we would be right back to step one where a healer could just never stop healing and we would all be invincible all the time.
The only correct answer is that we're still only playing half a game. Even when we get 1.20.
On 1.21 there will be changes in medicine which, as it has been said, ate being done with the class changed in mind. It seems in addition to action healing, potions may become a bigger part of the game.
In the end, XIV won't be a complete game till 2.0. 1.x content will continue to be designed for what we have so far.
OP: I understand your concerns but I think it'll work out okay in the end.
1. Anything pre-rank 30 is mostly for small groups and/or quick kill exping. In an exp party, you really should only need to heal the tank 1-2 times a mob (possibly not even that often). Most of your focus should actually be on DD Magic and buffs as the quicker the party kills the less healing you need to do.
2. Every class has at least 1 form of self-heal or extra defense moves. So everyone should be able to heal themselves if they need it. Again, I'm thinking that SE with the exp chain system saw EXP party play as more of a 'solo play with friends' thing. Meaning everyone plays their class in 'zerg' style (all out DD) and only bothers healing themselves/each other as needed.
3. While only having one cure spell might make some things more challenging as a rank 25-30 player (Toto-rak bosses and Ifrit rank 25 quest), overall if they gave CNJ more of a variety of Cures early on, it would have made the class less-soloable (which the Dev's strongly wished to retain) and honestly, more boring. As there really isn't a lot of curing to be done pre-rank 30.
4. I really believe that parties pre-rank 30 can really be made up out of whatever adventurers you can shlep together (sorta like how behest use to be). So if you can only recruit 4MRDS and 4 Archers, you'll still exp at a decent rate and survive as well as a 'balanced, traditional' party.
5. If CNJ learned more healing spells early on, then it would make White Mage seem less unique and important when it is released. Keep in mind post rank 30, you can be White Mage Job and still earn exp as CNJ.
6. Even post rank 30, CNJ should still be more of a DD Mage/Buffer than an actual healer in about 80% of in-game situations. Most of the time, we don't need a mega-healer in the background. Rather just someone with a reliable Cure Bomb or two. It's only on Longer Battles or crazy AOE stuff, where healing spells will be more important than the extra damage.
So I guess in conclusion, technically there is NO true dedicated healer until post rank 30. But that being said, the content pre-rank 30 has been adjusted and written with this in mind. (Every class has at least one self-heal/self def and every class can equip cure once they learn it)
Things have changed a lot since launch. Also I'm sure things were tested before launch, they just weren't very good/complete ideas. Add onto that the fact that the game was probably rushed out the door before even the devs thought it was ready. The current team has done pretty well with the changes. Aside from a few oversights they've done a lot of things right.
I fail to understand how people come to decide they are ready to dissect mechanics, and criticize all sorts of things, to which they don't, and haven't had, any form of access.
You do realize, don't you, that (despite your claim) you actually lack the view in your point of view? You seem to expect, based on conjectures and previous experience, that things will follow the formulations of your brain; but you don't KNOW that they will. I would be inclined to think that previous experience is not adequate equipment to sit down to judge what is to come in the game.
Now, if your conjectures are correct, and they manage to align with the reality of the game when it is released in full form, then I will, at my time, cheer you on, as well as your complaints. But I think it's a tidge early for any of that.
Can't all classes equip cure? Besides as far as the overhealing is concerned and not being able to use "Cure 1" we don't simply won't know till it comes out now will we? At level 10 you might have 300-400 hp and Cure might heal 200? (Hypothethical since I haven't had a job that low since Cure was like 20 mp and auto aoe) At level 20 you might have 600-800 with Cure doing about 400? Then kinda capping out at like a base 30-40% heal with Cura coming into play with a 60-70% heal? So in retrospect all classes should be able to give themselves and others a nice little Cure with Conjurer being the only one that can drop that bomb cure with Cura. I don't see big cures being needed till after 30 anyways.
Get more healers in party, problem solved.
We'll have to play the game to see if its balanced. In end game situation you stack multiple healers anyway, in a party situation you'll probably only still need one. There are two cure spells, cure and cura, so the only people limited to just 1 cure would be every other class except cnj. It's just useless to complain right now when no one has experimented.
I don't know why people are dooming and glooming about DoM - DoM is all I have played and all I probably will ever play - and I think the changes are looking great! And we get an AoE ability in the 30's so I don't really see the problem of curaga coming in later. How often do people use AoE heals, anyway?
every time they fell the urge to die. Hopefully tanks can tank easier at lower levels
I don't see the lack of more cures up to a point as much of a problem for several reasons.
First being that most all classes have some sort of self healing that they can use in order to help themselves out. Aegis Boon, Blood bath, Second wind and so on. The only person that should require lots of heals early in the game aside from possible dungeon scenarios would be a tank.
Second point is that much like the rest of the game from previous changes, I have the mind to think that the abilities potency in terms of scaling based on level will work the same way as the equipment stat increments and stat progression. As an example:
Bronze War Axe at level 5 offers a damage rating of 16
Elmlords Tusk at level 30 offers a damage rating of 59. all in all that's a 43 damage increase.
However after level 30 weapon damage shoots up considerably.
Demilune Bhuj at level 48 Has a damage rating of 141. That's a huge 82 point increase just over 18 levels from the Elmlords tusk.
Stats follow suit with this as well, as I'm sure everyone knows. After level 30 base HP and all other stats start shooting up at large rates to ultimately lead to your cap stats at 50 designed for endgame content.
I honestly don't think with the new game play mechanics you'll need any really big heals until level 30. Which, not to anyones surprise, is when we get Cura.
And that's assuming that all you'll be doing as a CNJ is healing. It's not even until the 30's that classes really start to fit into their role molds and really start to excel at one thing. All the way up to CNJ 30(and beyond) you'll probably be buffing, nuking and curing all at the same time.
I just feel that fussing over 1 cure until level 30 undermines the real point of the classes and early XIV game play, and that's versatility. If all CNJ had was the role of healer and buffer from 1-50 I'd probably be with you. But looking at the bigger picture, every class has so much to offer to the table that in the grand scope of things it's not even an issue until endgame when things become more serious.
I find it no coincidence either that Jobs will be unlocked at class level 30 either. The same point in which role definition becomes more and more important for game content.