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Thread: Dispel help? :(

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  1. #9
    Player
    Lyrica_Ashtine's Avatar
    Join Date
    Dec 2013
    Posts
    1,132
    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Adrasteia View Post
    That's a consequence of Esuna/Leeches essentially being cost-free (aside from a GCD and a pittance of mana). If there's no major cost associated with it, there's no real choice associated with it, either: if a debuff is dangerous enough, you'll remove it with Esuna/Leeches. If there was a greater cost associated with casting them, (such as higher mana, Aetherflow, a charge-based system, a cooldown, etc.) you'd see more use of strippable debuffs, since it'd add an element of decision making into the mix rather than simply being a rote task for healers to perform.
    If that was really the case, why wouldn't the cost be higher in the first place? The only reason why status ailments cannot be removed is because it's a punishment for not handling mechanics properly.

    Failing to avoid breath attacks in the Hydra relic encounter results into infirmity.
    Failing to prevent High Voltage results in a potent paralysis lasting for 30 seconds on the entire party and any pets presents (pre-nerf)
    Failing to direct voices in the Melusine encounter or failing to seek proper shelter leads to petrification (pre-nerf)
    Failing to perform any mechanic properly for the Imdugud encounter results in a vulnerability increase to thunder attacks
    And many, many more.

    But there are also cases where it's simply part of a mechanic, but can't be removed none the less:
    Death Sentence from Twintania, which cannot be dodged, will inflict infirmity
    Handling towers for The Avatar encounter is mandatory, but the inflicted ailment cannot be removed

    And it's not limited to endgame content:
    Failing to meet the conditions for the first boss in Snow Cloak will result into a frozen state
    Failing to meet the conditions for the first boss in Halatali hard will result into petrification
    Failing to dodge attacks for the last boss in The Stone Vigil hard will inflict infirmity
    Failing to dodge attacks in World of Darkness results into increased vulnerability
    On that very same boss the one being attacked by Cloud of Darkness will suffer from a bleeding effect that cannot be removed

    There are some unconventional status ailments out there, such as Brand of Purgatory and In the headlights, which are part of a mechanic. But there are plenty of more common status ailments, such as poison/bleed and paralysis, that cannot be removed. Even the petrification from the Melusine encounter could not be removed with the use of Gold Needles. While you could argue that the petrification in said encounter is called "Stone Curse" and not "Petrified", similar items such as Spine Drops fail to remove paralysis that Esuna cannot remove either.

    It's not a case of "consequence being cost-free". It's a simple case of punishment and forcing entire parties to do their share of mechanics. While there's nothing wrong with that by itself. Healers are simply powerless to fight any status ailments being inflicted as a result while they have the spell to do so, even if they wanted to.

    Additionally: After the High Voltage nerf healers finally were able to remove the paralysis effect. But with the extend of the nerf, it wasn't worthwhile any more: The paralysis lasts 8 seconds. The duration was simply not worth the cost any more. Even if they did last the full, original, 30 seconds, the amount of MP spend to remove all 8 paralysis effects would be 1488 MP in a time span of less than 20 seconds (more if you'd include pets). Square-Enix had to nerf that particular mechanic so bad, that the consideration went from:
    It cannot be removed either way
    to:
    It's not my time worth removing
    (0)
    Last edited by Lyrica_Ashtine; 06-02-2015 at 06:34 AM.