


It really wasn't decent at 50, though. It's only ever really been decent for soloing, and since you usually sleep before healing when you're solo it doesn't really matter how powerful each heal is. You have time to spare. (also, I've said this in other posts, but people here are misquoting how much it heals for by over double, so I really don't think they're making an informed argument.)
The only remotely okay argument was for it to be useful to augment healers when they're having trouble, but the game is currently balanced around healers doing the healing. Making blm or smn able to step in there would be a balancing nightmare, and since it's not necessary anyways it's asking for the devs to go through that balancing nightmare just to make up for a situation that shouldn't happen anyways.
When in doubt, assume sarcasm
Well no. Burden is in the proof. All it takes is for one caster to legitimately save a run (dungeon, FATE, quest, or trial) at 50 and it's proven useful. There's a litany of evidence of people doing that, enough so that it can be called decent. Not all group content was Primal Extreme or Final Coil Something.It really wasn't decent at 50, though. It's only ever really been decent for soloing, and since you usually sleep before healing when you're solo it doesn't really matter how powerful each heal is. You have time to spare. (also, I've said this in other posts, but people here are misquoting how much it heals for by over double, so I really don't think they're making an informed argument.)
You also speak as if all casters are BLMs. Some of us play SMN, vis-a-vis, we usually don't cast sleep. There are pets, but they have to establish hate, that takes time. Physick is SMN's only useful defensive action, native or cross-class.
Caster utility will always be good for a group, and as so many have pointed out, there's no such thing as a perfect situation. Calling balancing of a single healing spell on a caster is a nightmare is overly dramatic, and I don't feel like giving developers a free pass on that.The only remotely okay argument was for it to be useful to augment healers when they're having trouble, but the game is currently balanced around healers doing the healing. Making blm or smn able to step in there would be a balancing nightmare, and since it's not necessary anyways it's asking for the devs to go through that balancing nightmare just to make up for a situation that shouldn't happen anyways.
Since Egi HP scaled slower than mob DPS, Sustain isn't sustainable, it's not even a stopgap. It's a lot more balanced to improve Physick's effect on pets than a buffing a HoT to keeping them alive what is basically indefinitely.
Last edited by Saggo; 07-29-2015 at 02:42 AM.



There's also a litany of evidence that people are overestimating the impact of their heals and/or straight up lying about the potency. So. Yeah. You could rely on anecdotal evidence from here on the forums (lul) or you could look at the potency of the heal compared to incoming damage. It's not decent.Well no. Burden is in the proof. All it takes is for one caster to legitimately save a run (dungeon, FATE, quest, or trial) at 50 and it's proven useful. There's a litany of evidence of people doing that, enough so that it can be called decent. Not all group content was Primal Extreme or Final Coil Something.
You also speak as if all casters are BLMs. Some of us play SMN, vis-a-vis, we usually don't cast sleep. There are pets, but they have to establish hate, that takes time. Physick is SMN's only useful defensive action, native or cross-class.
Caster utility will always be good for a group, and as so many have pointed out, there's no such thing as a perfect situation. Calling balancing of a single healing spell on a caster is a nightmare is overly dramatic, and I don't feel like giving developers a free pass on that.
It would absolutely be a pain to balance, but whether it is or not it's entirely unnecessary to go through. There's no real demand for this in any content.
And if you're often using physick in those other situations then either you seriously overestimate how much of an impact you're making, or your groups are absolutely awful (or both).
When in doubt, assume sarcasm
The potency is the same for everyone, it's MND vs damage, and caster MND was proportionally high enough at 50 for a lot of group content. It was fine.There's also a litany of evidence that people are overestimating the impact of their heals and/or straight up lying about the potency. So. Yeah. You could rely on anecdotal evidence from here on the forums (lul) or you could look at the potency of the heal compared to incoming damage. It's not decent.
It would absolutely be a pain to balance, but whether it is or not it's entirely unnecessary to go through. There's no real demand for this in any content.
A single spell, a pain? There's no real reason to keep it that way.



It was not fine in 50 content, outside of the first 2 dungeons. By the later tiers of 50 dungeons it was already useless, well before heavensward.
A single spell is a pain to balance. It affects more than just itself. It's good to keep it that way because it means skills have degrees of usefulness. If it were easy to just throw an extra spell in the mix then that means all the other spells weren't well balanced.
First of all, all you did was contribute to overhealing. Second of all, you gave me crap like 2 or 3 posts back for comparing stuff in savage and fcob. 3rd of all, as you said, those situations shouldn't happen in the first place so why tf should we be balancing jobs around them?Savage mode, old Coil T13 and so on... That skill saved life, but as not main class SMN you may never experience such situations because those situations are rare and should not happen... still you can change gear to less lifepoints when SMN and HEALER were working in team, Physik was doing just the edge for surviving some Bossattacks you would need 2 healers (with teamwork you can soloheal hard content)
When in doubt, assume sarcasm
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