Then I think you need to adjust your expectations of what's realistically achievable in a pug duty. There's only so much optimisation you can expect to achieve with randoms.
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The reason why we think you're trolling at this point is because you are, once again, trying to force your own efficiency onto other players. You automatically seem to think that if non-healers use their heals, they're bad at their DPS/Tanking job. It honestly seems like you're trying to find your own echo chamber by trying to find those who agree with your mentality. Which is ironic that you're making this thread in the first place considering that in the other thread you made, you were trying to justify yourself (a healer) pulling for the tank. (Which, pulling, is not your job.) So you can pre-pull as a healer ahead of the tank, but you don't want anyone else to be doing healing? Wat.
You should just play with a pre-made party instead of pushing your agenda to random pugs. You can tell them that you are going to pre-pull ahead of the tank and tell the tank and other DPS that they aren't allowed to use any of their healing abilities. Problem solved.
Really, should just get rid of second wind and blood bath as well. Actually, even tanks should lose all of their mitigation tools. I mean, when you have Mr. Super Healer on the job no one else ever needs to self heal or avoid damage ever.
anyone else get the feeling this is titan man posting this ? xD
mayyyyyyyybe you should stop arguing with people that know more about healing, dungeons etc until you actually hit 80 with one class and do some endgame stuff. https://de.finalfantasyxiv.com/lodes...acter/7126149/ hmmmmmmmmmmmmmmmmm
But I like clemency ;;
I think SE and Yoshi were trying to be true to the classes of PLD and RDM of how they were in the console games of the past. I remember RDM in FF1 having the ability of blacka nd white magics, so they could cure and do damage. So I don't see the reason not to give RDM that ability.
As a healer main myself, I have zero issues with those skills. If the RDM wants to help or the PLD wants to heal themselves, then that less heals I have to do and more DMG I can assist with. Heck in that same line of thinking, might as well remove my damage skills since only DPS should be able to do it. /shrug
If my hp is below 50% for more than 2 spell rotations (approx. 6-7 sec), I will double vercure myself on the third rotation. You lose my trust if you leave me that low that long. That being said, it's VERY RARE that any healers leave me hanging that badly, so I do rarely have to pull out the vercures…..while they're alive. lol
Vercure and Clemency are nice utility for solo playing, but are hardly of enough consequence to remove healers' relevance in group content. There's little need to get rid of those skills. If anything, I'd have SE actually sit down and either make SMN's pitiful Physick strong enough to matter for solo content (link it to Int or SOMETHING) or otherwise just outright get rid of the skill. I can't even justify keeping it on my SMNs bars, it's that useless, certainly compared to even Vercure let alone a proper healing spell.
Exactly. Even as a Sam I use Bloodbath and Second Wind to actually ease healing a bit, but especially if I'm not getting healed. For example, was doing Cinder Ex and on phase 2, there is an aoe that strikes the DPS for like 75k unavoidable damage and it happens twice in a short amount of time. Healer was so focused on tank that he didn't heal me at all and I had to use my skills to get enough health to survive the second.
PLD has to make sacrifices to use clemency and you can't remove a skill because people use it poorly, you could apply that logic to so many skills in the game. You may as well ask to have jobs gutted to the point where there is only one rotation and no contextual abilities at all.
On the one hand I kinda understand how irrelevant it can make a group in casual content. I recall doing an Alphascape 2.0 with 2 PLD tanks (me being one of them) and the rest of the group was dead. We killed the thing from 22% by ourselves by sharing clemancies and either invulning or stacking defense buffs through the stacker.
On the other hand, it was freaking awesome.
For the vast majority of group content in FFXIV, the chance of you experiencing imperfect play is more likely or not. It's crazy, but in a way, when you get beyond some solo play stuff, these skills create amazing experiences that really are only possible with an environment where players of jarringly different levels of skill and experience come together, and I love that. I love feeling like we can break the game, or "cheat", or salvage a situation only possible with the presence of these actions.
Yeah, there is the potential for people to misuse it. There are also times healers who don't understand content use Rescue to unironically help you and just get you in trouble. There's also just a lot of times people don't use their tools in the right place at the right time, like people not using AOE when they should, or not using ST when they should. I think that's fine. If we take out everything in the game that people can misuse, it will become more and more sterile, something Shadowbringers has done enough of.
Because they're the only potent targeted healing GCD skills outside of the healer role. They will be sacrificing dps when they use it (unless RDM prepares dualcast) and can be used repeatedly. All other self healing skills are oGCD and have a cooldown. Those won't be sacrificing dps and they can't use it very often. In my experience, those RDM and PLD that use Clemency/Vercure for no good reason will continue to use them often. They wouldn't be able to do that if there was a cooldown for example.
It's also the fact that your effort to play optimally goes to waste because of the dps loss of using those abilities. When I'm doing my best to maximize my dps as healer, I'd expect to get the instance progress faster due to my efforts, not stall it even more because the RDM or PLD decide to Vercure/Clemency.
Honestly, if you want to optimize your gameplay to the level where everyone needs to play perfectly, you're better off playing with friends. With randoms there's just so much variance in player skill that it's just poinless to complain about minor things like the occasional healing ability.
I would recommend one of the tank jobs, since clearly you want to be in charge of the run's pace and don't like others to do your job. The tank role fits that. Healers meanwhile are the ones with the most ability and expectations to adjust to what the rest of the group is doing, which seems like a poor fit to your personality.
I don't think these skills should be removed, can't tell you the amount of times when the healer bites the dust or just doesn't heal period and both these skills kept the party going for longer. No way is it efficient but neither is dead healer.
However my issues are with people who use these unnecessarily like >70% hp especially with excog or regens on them, it feels like a complete waste of MY GCDs or CDs on top of theirs which is just irritating
I can't tell you how many times I've decided with full certainty that I'm going to main certain job, only to end up changing my mind after a day. I think I care more about the theme and aesthetic than the playstyle, and the tank jobs sadly don't really fit with what I appreciate in that regard. However I might think otherwise in a couple of hours so who knows lol. Seriously this job system isn't any good for indecisive people like me.
I don't understand why you need to get this personal and judge me as a person based on my posts. I made this and my previous threads to discuss something, not to take a stance or something. I've got my view on the topic changed in both this thread and my previous one and have admitted so in replies (check a couple pages back) so I'm not disregarding anyone's opinion that differs from mine. Just don't reply if you're that offended by the post. Or do reply with an argument and present it in a respectful manner. Do what you want in the end not like I care too much.
If you somehow find someone using their utility on themselves insulting, then the problem is you and not the skills or players involved. Can't believe this hasn't been said more. There's no reason to remove utility just so that someone can't hurt your ego in a random duty finder.
I'd say delete raise if anything, because I can't stand it when my dead party keeps telling me to raise them. As if lol
when I started FFXI last year and chose my starting City as Windurst, I started as a RDM, and when I got my cure scrolls, you better believe it saved my ass.
red mages have always been about using black and white magic and healing is what red mages can do
That's what I'm saying! Like why do I need to stop doing dps just because everyone decides to die! Not even my fault! AS IF I'm gonna raise.
They should just delete raise from dps classes, because if the party knows there is nobody but the healers to raise them when they die, they will play better.
Your argument already held little to no weight, but this right here rips itself apart. Those who still play Paladin and Red Mage enjoy having these abilities. If I feel in danger in either job, I am beyond glad I have the option to use them. Countless times I've saved a pug run from a wipe on PLD in a boss fight when healer stood in AoEs. Same again on RDM back up curing or taking care of the rez mess (or both). In higher tier content, same theory still applies; not everyone goes for "omg we must shave off 5 seconds on our run for world record."
Also, SE already tried the 'cureless' Paladin route in XIV, it led to us getting clemency. Both of these jobs are already shadows of their former incarnations, anymore and you have generic mage and generic tank.
Edit: Will also point out, I main healing these days too, I'd rather someone is over-cured than dead.
Yeah I meant that I liked those abilities in solo content. Your point still stands however. I encountered 1 instance as Paladin in which healer died and it felt pretty damn epic to keep party alive with your Clemency, have encountered the same with RDM. Tbh I'm starting to change my mind on this topic now that I'm recalling those moments xD.
That's fair, point taken. But then the answer you'll get the most is that while those extra buttons aren't essential to playing your job properly, they are pretty nice to have and add that extra bit of flavor to a class. Personally I wish we had more stuff like that, not less.
I never heal for the healer unless they died and usually to try and keep the tank up until they recover. I will use my vercure to heal myself though. I've died too many times waiting to be topped off with many raid wide aoe's incoming and the healer is sitting their dpsing to only see members of the party die.
Oh wait now let me raise the dead I could have kept from dying whoa is me but Glare, Malefic and Broil were more important at the time.
I do raise as much as I can however and personally get very frustrated with an RDM in party or a Summoner for that matter who do nothing to help raise the dead.
I'd like to have my Dualcast proc ready at the end of a phase change and/or downtime.
Thanks.
I've had PLDs clemming themselves right as I launch Essential Dignity. It's really ok with me because I can be slow and there is also the anxiety that comes with low health - no one likes being near death even for a second. It's also math. If you're at say, 30% HP then you know you're gonna die in the next 2 or 3 GCDs unless you get a heal. That is exactly why my minimum threshold is 50%.