Everyone hates on Eye for an Eye due to it's randomness but I loved it. It procced (mostly) once every time I used it. It was great for regular auto attack reduction.
And it really shined in dungeons where tanks were getting hit by multiple mobs.




Everyone hates on Eye for an Eye due to it's randomness but I loved it. It procced (mostly) once every time I used it. It was great for regular auto attack reduction.
And it really shined in dungeons where tanks were getting hit by multiple mobs.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]


They removed covenant, but fey illumination have 5% magic mitigation now. They literally merged covenant and illumination into one skill and changed little bit effect into it. 20% boost for defense was not very strong either.




I agree and Eye for an Eye is great on Nael when she is doing multiple attacks in a row.





I liked the idea of being able to help the party stay alive in ways other than just spamming cures on them, but it seems like SE disagrees.

It seems like they don't even know what Final Fantasy is anymore, slowly we progress down the same road other mmos have as they've got expansions and reached their peak.
Oh we are getting new players, this means we have to dumb everything down and remove all depth... I'd be surprised if these issues aren't resolved until we see a new mmo in the FF series if at all. Healing in FF can't change without DoT's etc working differently and seperatley. Damage as it comes in right now is always predictable, poisons all tick at the same time etc, everything is telegraphed or has a castbar, or happens with a certain frequency. If they increase the damage intake too much, nobody will be able to really react who is "new" to the game.
I honestly have no faith in the dev team after Stormsbloods empty promises and all the fake things we've been told in live letters over the years. I'm going to wait until I see what they have to say at E3, I'm not really feeling the passion for the FF series after 13 which was at least bareable, couldn't stand how simple and unfinished 15 was and 14 was amazing until stormsblood etc hit. It's just a pretty chat room with okayish combat to me these days.
Rant over lol, I'm glad people still enjoy the game, I just wish I did also.
Nevermind that we see from each MMO that has tried "pandering" to new players that most of those new players tend to be turned off by streamlining making their journey to the latest content feel vapid, false, and secondary...
There's oceans of difference between, say, improving the player-scaling on open-world content -- (e.g. FATEs, in our case), so that they can still be done reasonably by a couple people rather than requiring a full party or train of parties -- or implementing further systems of rewards to bring more players into older content (and, ideally, without creating conflicts of interest) and gutting the experience requirements so that these potential fixes are each made superfluous. What happens to the sense of progression in reaching endgame when endgame itself is trimmed to the point of feeling, in expansion #4 or so, no deeper than in expansion #1?
And yet MMOs still try to take the easy path for design improvements and excuse it as "accessibility".
Don't need to improve MSQ if you can just make it skippable via Mogstation purchases; this is for accessibility, not that vile revenue it just happens to generate!

They make old levelling content boring with the changes, which in turn has scared off a lot of people I have tried to bring to the game as it is too "simple, slow and boring"
It makes no sense, it's like they have a specific kind of player in mind they are trying to attract to the game, and it's not the original player base they brought in with ARR that is for sure.
I mean while FF has protection magic uhh... they aren't generally that useful in most mainline games, besides Reflect. So White Mages mostly busting out heals is pretty normal in the series unless it was a gimmic boss where you 100% knew you wanted to shell. If anything the old heal design (Making time mage, which is a BLACK MAGIC class, into Astro for example. Why doesn't it have gravity to cut boss HP in half?!?) was less FF.
Not that that matters. I generally find such arguments appeal to tradition, rather than based on what things should be.
As for dumbing things down, dumbing down the DPS rotation is one thing, but it HIGHLY depends on the context. Just dumbing down DPS rotations without changing content or MP will dramatically make healers less complex and interesting, but new content may make healing more active. That doesn't fix old content obviously, but MP changes might. The way MP works in other MMOs, the ones that SE is currently trying to emulate by the looks of things, is waaaaaaaaaay more complex than FF healing.
Like I really can't stress this enough: FF healing, even with the DPS rotation, is comically simple and easy. To put it into context, imagine having only 4 oGCD manaless heals, only two had any serious level of potency, one literally was for downtime healing, Swiftcast-Raise was on an oGCDs with a cooldown longer than the time to complete the duty you were in, and your big AOE heal+shield on Scholar took 44% of your mana, so if you used it it was the only big heal you were going to use for a long time. Like imagine having to choose between Physic which cost 10% of your mana, Regen which cost 5%, Adloquium for 20%, and Succor for 44%. You can use MP recovery skills every minute or two, agro drops off tanks faster, more DPS applies to the OT, DPS sometimes get splashed at random even IF they do mechanics right.
Now imagine your Nin just took a hit taking them down to 66% HP, you are sitting on 60% mana and you have to remember if this boss attack pattern risks hitting them again or not, and how long it will be until another attack comes in. Do you maintenance heal with 10% of your healing budget for the next minute to get em back up to some odd 88%, regen them for essentially no cost assuming they won't be hit, slam down a Adloquium to ensure they will be ok if a second hit comes in, pop one of your limited oGCDs which come back slower than your mana cycle does limiting your next cycle's healing resources, or decide to AOE heal because the tanks both have chip damage as well? Think quickly now, the next boss attack is coming out in 5 seconds!
Construct 7, eat your heart out!
I am not saying this will be what happens or that it will be good, or that WoW good FFXIV bad because different or complex does not mean better: FFXIV technically isn't ready for this (They would need to allow in-game parse mods, and even really good current healers would lead parties to wipe on basic MSQ progression content), but it is by no means simple or dumbed down. If anything, it would make everyone's brain melt.
Last edited by dezzmont; 06-07-2019 at 06:48 PM.
Definitely going miss AST bole and stun. Oh, and protect too.
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Ewwwwwww, it's all glowwy again!


They sacrificed the more passive type of mitigation for more on demand/manual mitigation.
I don't particularly miss any of it really. Besides as a WHM we've only gained mitigation, so that's nice.
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