Yeah i know Final Fantasy 14 was known for the pretty hard combo, positioning and rotation system.IMO:
It's more than that.
On the dps side, SE simplified already simple rotations and removed stance dancing. This makes it difficult to feel 'skilled'. I've tried to make 'skilled' plays other ways. For example, maybe I don't heal someone immediately so that I can utilize a reduced CD from the lily system and continue to dps. But then a PLD or RDM heals the target before my CD is ready...
On the healing side, the healers feel less important. As mentioned, PLD/RDM may heal something messing with a plan you made in advance, but it doesn't stop there. Take esuna as a role skill only to have a non-healer remove a condition. Hit swiftcast for a res only to have a RDM insta-cast, etc.
It just doesn't feel as rewarding to play.


I don't play SCH enough to grasp all the changes that were made. What I see frequently is how their damage output was nerfed with the fusion of DoTs and the change on Bane. Apart from their DPS, were they changed that much ?
Come one...they can summon freaking Bahamut ! Who can compete with that ?!
But, like I said when I mentionned tanks, it won't change the fact that you'll be rewarded by higher DPS if you play well...but when compared to other healers. That fact that numbers were reduced doesn't change that. You shouldn't compare your damage output with real DPS to judge if you're good or bad.
Yet, you'll still have some healers idling instead of casting damage spells. On the topic of tanks, which I know a lot more than healers, it wasn't rare to run into PLD that only spam RoH in 3.x. You don't need stance dancing to find a skill gap.
You can't judge your value on the chance that a RDM might be in your party. Right, it's brand new, so lot of people try it. It's far too early to judge who will keep playing it.
In the end, we're on a transition time. Numbers are changed, the dynamic is different, and the content is still new to judge how important one particular job is. People need to put HW behind them, and relearn the meta.
Last edited by Reynhart; 06-23-2017 at 08:41 PM.


What happened to SCH? Did they remove the fairy or something? I can see why WHMs are upset, they've been upset since Heavensward really, but what happened to SCH? I haven't tried it yet or anything.



Haha, well quite a few SMNs are unhappy about that, but yeahI don't play SCH enough to grasp all the changes that were made. What I see frequently is how their damage output was nerf wuth the fusion of DoTs and the nerf on Bane. Apart from their DPS, were they changed that much ?
Come one...they can summon freaking Bahamut ! Who can compete with that ?!
In the case of SCHs, they have a bunch of really interesting mechanics designed to work together in various ways that have all been sort of jumbled up in the new system in a way that cannot be fixed without some rebalancing. E4E got removed and adjusted, which makes DT even more niche than ever. Their mana efficiency was reduced as a band aid purely so that taking Lucid Dreaming was a desirable cross-role action, which made their core gameplay design feel tacked-on. The fairy mechanics are still weirdly clunky (interface/AI/hotbar-wise and also usability-wise - if Dissipate resummoned the fairy after a time it would be used a lot more, for example, an easy fix). When there is legitimately nothing to do because the content is easy (it happens), they're sorely lacking in AoE options to fill the time, problems WHM and AST don't experience. I don't care how much actual damage healers do in numbers - that's for SE to balance - but not having anything productive to do at all is just plain boring. I actually agree SCHs needed a nerf before because it was silly to spend entire dungeons DPSing and outsourcing your main role to an AI companion. They didn't need nerfs in almost every department simultaneously though along with clunky extra hoops to jump through. That's just demoralising.
I agree a little with the complaints mentioned before about RDM/PLDs overlapping with mechanics and lily-stealing in an attempt to be helpful; they've done a rather comprehensive job of giving out optional support abilities to pretty much everyone else but healers, who just got the same stuff they already had. I just really crave some flexible capabilities to make me feel as useful, other than blowing everything up with Holy (which is fun in its own right, don't get me wrong).
Not complaining about AST though. It already comes with a fun minigame you can play between DPSing/healing in the form of card management, which fully satisfies my support and engagement yearnings. That's why I'm still taking my AST up via Free Company activities.
Last edited by Serilda; 06-23-2017 at 08:56 PM.


Potency nerf to Embrace (Fairy Heal), Fey Illumination (Eos heal buff)
General nerfs to Aetherflow (Mana Sustain down)
Mana Cost Nerfs to Adloqium (Costs way more)
Damage nerfs to Bane (Huge AoE DPS Loss)
Removal off Bio, Blizzard 2 and Miasma 2 (ST AND AoE Potency losses)
On a personal note:
Clunky mostly worthless skill (Atherpact - The fairy takes ages to respond and it barely matches two mobs in terms of healing)
General power of AST (Why play SCH when AST is busted?)
Just going to put it out there. Have you ever done MSQ as a healer. It's boring, you can do very little damage so fights take forever and you heal so well that you are never in any danger of losing. It's this battle of Attrition constantly. Real snooze fest, also combined with their weaker offensive abilities it takes to fight their way through story and to 70.
Doing side quests and MSQ as a whm can sometimes be an absolute chore because of how long it takes to kill a single monster. I sigh every time I get a kill x amount of enemies objective...
Everyday is great at your Junes~
RECRUITMENT CODE: E2NWQGY9 , 2W48DJNN
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