Crafters are really dumb they should be selling those gloves on healers for way more. They're bis rn sell em for like 2 mil
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Crafters are really dumb they should be selling those gloves on healers for way more. They're bis rn sell em for like 2 mil
I don't understand why SE doesn't just make Tenacity and Piety give damage contribution at an equal rate to Determination, I can only assume it's because 'if we make the healer stat grant more damage, some healers will feel like they have to do damage' or whatever
As for me, I'm going to be taking the extra Piety from the raid boots. Not because I want the Piety per se, but I'm not a fan of throwing away 20 item levels (and 3 overmeld slots) just to dodge a substat that doesn't grant damage. Because losing those 20 Ilvls means losing all that mainstat too, so the damage gained is minimal. Plus I don't do log runs. I did my time with the 'crafted accessories are BIS' BS back in Stormblood when I was a Tank main, don't make me do it again
Speaking of substats, I also would like to know why tanks are allowed to extract DH materias from their own gears but not Healer's :rolleyes::p
Stats in general need an overhaul to be honest. The main stats and Determination all effectively do the same thing (increase damage and healing), Critical and Direct Hit are effectively clone mechanics with different formulas (except that Direct Hit doesn't affect healing because...reasons), and separating Skill and Spell Speed only hinders jobs that use both weaponskills and spells. There's no stat apart from speed that actually changes how you play a job, and speed often changes the job negatively unless you meet certain thresholds. Tenacity is only as good as the attacks that get dished out, so there's no point adding more Ten unless it significantly helps out healers or would let us survive an otherwise deadly attack, of which the natural defences of the tanks already solves, and Piety is purely a prog stat that gets forced down our throats long after it's relevant.
The annoying thing about Piety is that some jobs would absolutely benefit from it more than healers; namely DRK. Piety DRK means extra Edge/Flood or TBN. Imagine if other jobs would make use of MP as a resource; old BRD had to spend MP on songs, Piety BRD would let it sing more often. HW SMN I believe had to swap between high MP casts and low MP casts based on how much MP they could spare, Piety SMN lets them use their bigger nukes more often. Pre-EW PLD had to have 80%+ MP to use Requiescat properly, which naturally came back after 60s, what if Requiescat had a lower cooldown and a Piety PLD could use Req more often? The current game can't make use of any of these ideas because of how rigid the class designs have to be for the 2 minute meta, but dammit that sounds way more intriguing, if hard to balance.
Can you imagine a Direct Critical heal?
I think it's more that they're designed to be cheese/safety stats, and why should such a stat then also be wholly competitive in damage atop that?
They don't quite function as such because they just don't do enough Mit or MPR to be noticeable, but that's more a matter of all secondary stats in this game scaling at a snail's pace / having such a low available maximum early in each expansion. Frankly, they should probably be less penalized by leveling but increase in quantity less with ilvl thereafter, allowing more choice early in each expansion without overly exacerbating gaps in the final tiers from whatever quadratic scaling, etc. could otherwise be present.