Please.... It's a pointless shoved-in spell. Has no gameplay interactivity.
thx
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Please.... It's a pointless shoved-in spell. Has no gameplay interactivity.
thx
When Stormblood was being released and the role actions were being implimented, this was a possibility. But, Yoshi-P made the case that it's an iconic FF spell and should stay. The only good thing at the moment is it cost no MP, but it does sorta serve no purpose. I think it mostly needs a rework. Something to make it feel useful, but also not have it become a burden. I've heard suggestions of the PvP version, but that might not work all that well in PvE.
Protect is fine as an iconic spell, though ideally it's best to change how it functions rather than remove it. Some people have suggested PvP style changes where it's a WHM only spell or it could be turned it in to a healer trait. Personally I like it to go down the Eureka Logos Action route where Shell and Reflect have also been brought in to the mix, but we'll have to see what is revealed in the Live Letter.
They could probably tune it to be another temporary shield.
I don't see them wanting to get rid of something that, as others have said, is very iconic.
Protect (Also Shell) are iconic spells.
However, the current implementation of Protect is awful.
It should be removed from being an annoying maintenance buff (The only one in the game to boot) and instead implemented, along with Shell, somewhere else in the game as a more interactive and engaging spell.
What kind of spell and where to put it? I don't know, nor do I much care. Just as long as it's not continuing to be an annoying maintenance buff that slows down duties as you wait for everyone to load in and finish watching cutscenes to apply it (Especially annoying as AST when you're also sorting out your Sect and cards at the same time) as well as being a thing you kind of want to re-apply to people after a Raise but don't want to actually cast because GCD usage...
Both of them are in Eureka as different skills.
But at the same time they're not used very differently in there than Protect is anywhere else.
Though Protect L and Protect both stack, which is fun lol.
Personally, I like having long term buffs like protect.
we can remember to reapply buff and debuff that last >30 seconds, i dont see the problem to cast a 60m buff that last until we finish a dungeon.
though i dont mind to make it instant cast i guess.
Rumored that they are cutting the entire role action category so protect might finally be killed. Things that are actually important will just be reintegrated into each job's list of actions. Part of me wishes that is true, although a pool of shared actions has some positives. Protect though is a bit silly to keep if the goal is to remove button bloat. Increase characters' base defense and eliminate the spell so we won't ever need to cast protect at the start of a dungeon again.
I mean its a perfect opportunity to give WHM some barrier abilites, so a rework would be nice
I mean, even in ARR i wondered why the duration, but it was nice to have applied doing outside world stuff as well as a dps or whatnot after the dungeon.
considering they are moving away from this shield healer pure healer thing it will probably be reworked to just be succor for WHM
Its traditional, "iconic" form amounted to more than a negligible amount of mitigation. XIV's version is not that. It is neither iconic, as it presently stands, nor good design.
If he's going to use that excuse, he needs to rework the skill, either giving it some niche separate from typical shielding (such as by providing bonus Defense/Magic Defense that is reduced with damage thereby prevented) or providing synergy with said shielding (such as through an actual significant percentile mitigation, usable much less frequently).
Protect is an iconic skill and should absolutely stay… as a WHM mitigation skill, along with Shell.
Protect is an iconic ff skill. They could rework it to be a role action healer shield or just keep it as is.
It might be an iconic FF spell, but it's use in PvE is somewhat antiquated. For many of the console FF games, a protect barrier would typically cut physical damage in half and was always separate from Shell, which provided magic defense. In FFXI, it directly boosted your DEF stat in an amount depending on the tier; along with that, it's duration was reduced if a high tier was used on a player lower than the level it is required to be learned. Once again, it was also separate from Shell.
In FFXIV, I honestly don't know what it does. I just know that I am expected to cast it if anyone doesn't have it up. The tool tip says it increases physical and magical defense, but by how much? Does it even matter with healing as powerful as it is? I suppose you can say that if a player takes damage that leaves them in critical HP opposed to killing them, protect is doing its thing; I guess.
In this game, failing a mechanic in relevant content tends to hit you really hard and places a vuln stack on you. Pretty much insuring that you will not survive another hit be it a telegraph or an unavoidable unless topped off. Even then, enemy Crits are a thing. I remember all the one-shots from Diabolos' Shade Trust in Dun Scaith when the Crit damage would hit the player for well over their max HP. I see players with over 50% HP and protect up still get zapped all the time, and ask myself, "What the hell is protect even for?" Seems to me that a true protect in this game comes along with a higher ilv.
Perhaps that's what it should do, and give you actual survivability so I'm not dumping a ton of MP on rezzes instead of piss-poor damage mitigation that doesn't even matter. If it's iconic status is important to the devs, then update this skill to something so it lives up to its name. Right now, during battle, it is a waste of a GCD.
I do not see an issue with PRotect or shell. It would be great if it was a bit more engaging. Rather not see it gone, but it can be improved as others have said.
Would prefer a redesign, not removal. Pvp version is really good, like a interactive skill you put on that lasts a little while.
What I’m thinking is something like 10s duration x% reduction on all or members. 2.5s cast time, no cd. You use it when you need it.
Well, ask and you shall receive I guess. Cause it's gone in 5.0.
Boo.
Should've made it a WHM-only shorter duration defense buff.
Bummer. I miss protectra and shellra.
Good riddance. Felt like mostly a formality most of the time and something to watch my co-healers get OCD about the rest of the time.
I suspect it'll take a while for some non-healers to register it's not a thing anymore.
[slow clap]
well, there you have it.
Shame they didn't give it back to WHM though...
Not sure I agreed with this. It would have been nice to see this spell as temp defense buff rather than just removed.