
Could just tweak the mana cost of all tier 2 cure spells so they're less expensive in general. Besides, I wanna turn Fluid Aura into an instant GCD spell that deals sameish damage as the current Stone equivalent but has 2 charges on a 30s CD, thereby giving WHM a damaging movement/weaving option (to complement their healing movement/weaving option in lilies).
Make it like PvP, Tier 1 version cost no MP. Don't remove niche and identity skills, they are fun, make classes more unique... This game needs more than just potency skills, content that would require cc would be something cool. But it is doubtful they gonna change their game that way


The only reason why Cure 1 exists at 80 is because of the Free Cure mechanic... a mechanic that is actively bad to try to use after level 50 (and arguably just bad to use). Free Cure needs a rethink, and Cure 1 needs to go.Make it like PvP, Tier 1 version cost no MP. Don't remove niche and identity skills, they are fun, make classes more unique... This game needs more than just potency skills, content that would require cc would be something cool. But it is doubtful they gonna change their game that way

Yeah, content requiring a CC that only one job has access to (like Fluid Aura's Bind) will never fly. The game already uses CC, but it's role action CC that all jobs in a role can use. Interrupts from tanks and ranged physical, stuns from tanks and melee (all healers have the sleep-inducing "repose" action).Make it like PvP, Tier 1 version cost no MP. Don't remove niche and identity skills, they are fun, make classes more unique... This game needs more than just potency skills, content that would require cc would be something cool. But it is doubtful they gonna change their game that way
If they add more CC-centric mechanics to fights in the future, it will be from role actions, duty actions, or unique stuff like lost actions in Bozja, not from niche "identity" skills like Fluid Aura. Also, Fluid Aura used to deal damage, and was pretty much exclusively used for its damage as an oGCD until devs removed the damage portion of the skill. If anything, turning Fluid Aura back into a damage skill will bring back the "identity" players created for it (and give it a ton more use than being unused bloat).




SE has decided that movement spells incur a penalty so they'll never be equivalent to any castable spell.Could just tweak the mana cost of all tier 2 cure spells so they're less expensive in general. Besides, I wanna turn Fluid Aura into an instant GCD spell that deals sameish damage as the current Stone equivalent but has 2 charges on a 30s CD, thereby giving WHM a damaging movement/weaving option (to complement their healing movement/weaving option in lilies).
SCH has ruin 2 at 200 potency but their dot doesn't have any upfront damage
WHM has Dia at 120 potency upfront and is essentially their movement spell.
AST is the one screwed with no movement damage, but they can draw and buff during that time if it's up.
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]
Yeah I know, the fluid aura change was bad tbh. But anyway, you know yourself as I do that the current dungeon or in general multiple mobs scenarios are all -> pull as much as possible and aoe. I would like to see more content like potd, where mobs would actually hurt hard and you couldnt just pull the whole instance. If you are forced to go against multiple at once then cc like repose and bind could finally be used and actually save the day. For some reason I think thats more fun than to play every dungeon the same way. The current cc skills on all classes arent really kept up to date because they arent useful and barely used, so I wouldnt want to compare what we have now with what could be.Yeah, content requiring a CC that only one job has access to (like Fluid Aura's Bind) will never fly. The game already uses CC, but it's role action CC that all jobs in a role can use. Interrupts from tanks and ranged physical, stuns from tanks and melee (all healers have the sleep-inducing "repose" action).
If they add more CC-centric mechanics to fights in the future, it will be from role actions, duty actions, or unique stuff like lost actions in Bozja, not from niche "identity" skills like Fluid Aura. Also, Fluid Aura used to deal damage, and was pretty much exclusively used for its damage as an oGCD until devs removed the damage portion of the skill. If anything, turning Fluid Aura back into a damage skill will bring back the "identity" players created for it (and give it a ton more use than being unused bloat).
But to say that 'the game already uses cc' when there is almost no content where you need it still... idk atm its not being utilized. And mostly its just in arr content or the occasional interrupt on a mob to cancel a certain skill, which wont have much of an effect anyway...




The relative uselessness of CC has a lot to do with how easy most content is. Square doesn't want to scare people off with content they can't clear, so they tune it pretty low. Low tuned content means small mistakes don't impact you. If small mistakes don't impact you, then why put a powerful enemy to sleep? Just kill them. Sleep is a waste of time if there's no threat.
What I'm saying is, you can't have good CC or 4D debuff chess unless you have content difficult enough to warrant it.


It would be nice to see that tier of content as "average". Give us a story mode and let people engage that with the trust system if they want to, and let the gear in the MSQ dungeons be enough to get them through to the next tier.The relative uselessness of CC has a lot to do with how easy most content is. Square doesn't want to scare people off with content they can't clear, so they tune it pretty low. Low tuned content means small mistakes don't impact you. If small mistakes don't impact you, then why put a powerful enemy to sleep? Just kill them. Sleep is a waste of time if there's no threat.
What I'm saying is, you can't have good CC or 4D debuff chess unless you have content difficult enough to warrant it.
For the rest of us, give us some halfway decent content so we actually have to pay attention to what we're doing on a daily basis, and not just when we want to do savage stuff. Easy is boring =/

Instead of deleting the tier 1 spells, I think I’d suggest making the proc a 100% chance and adding a third existing spell to proc after the tier 2 spells to make a full healing rotation through combo actions. For example:
Cure 1 > Cure 2 > Cure 3
** > Freecure > potency on main target 150% or something
This would serve the purpose of making those healers who fish for procs more efficient, would revitalize the usefulness of tier 1 spells, and given a good combo action, this could even help AST and SCH who have trouble healing Living Dead.
Benefic > Benefic II > Aspected Benefic
** > critical heal > heals for full potency all at once with no regen/shield or something
Physick > Adloquium > Lustrate
** > I don’t know > you figure it out
Last edited by BlueMageQuina; 05-29-2021 at 11:11 PM. Reason: Typos
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