While this might be true, 90% of the content doesn't require that much movement so a good 90% of the playerbase will never use the ability for it's full potential.Just wanna defend the speed boost on Expedient a little. There are some mechanic sets that require a lot of movement that people were already using Sprint on regularly, maybe not out of necessity, but to make it easier or get a little more uptime. Just a few recent fights with movement heavy sections include: Eden's Promise (Savage), Emerald weapon (both normal and Savage), half the bosses in Nier raids, almost every fight in Dalriada. And that's just looking at the last couple patches.
Now you can say, "Just use Sprint then." But Sprint isn't always up for every mechanic that you might want it on. Expedient is also twice the duration of Sprint (in-combat). And this is really tiny, but Expedient also saves everyone an oGCD slot that would be used on Sprint.
So yeah, sometimes you'll use Expedient like a 20s Shield Samba just for the damage reduction, and sometimes you'll use it just for comfort in movement-heavy mechanics. And occasionally it will feel like a godsend when you need both effects (particularly in Savage and Ultimate).
.
Hell, I very rarely see people use sprint and it's free.
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]
That's the case for several skills in the game and especially for all the healer level 90 abilities.
no one said they were needed, especially with all the other skills healers have to heal.
you do realize that healers want more excuses to use their skills right? which was not being heard and designed in the game encounter design and were pretty much given more redundant tools they will use little to no times? so basically they were ignored and given a skill cause you know that role exist it seems
* with what seems no thought was put into choosing those level 90 skills btw
Last edited by CrimsonGunner; 10-17-2021 at 10:25 AM.
I'll reserve judgement until I see endgame content in EW.no one said they were needed, especially with all the other skills healers have to heal.
you do realize that healers want more excuses to use their skills right? which was not being heard and designed in the game encounter design and were pretty much given more redundant tools they will use little to no times? so basically they were ignored and given a skill cause you know that role exist it seems
* with what seems no thought was put into choosing those level 90 skills btw
Also it seems to me that at least half of the healer vets want more DPS buttons instead of crazy random raid damages. You can raise the skill ceiling without killing the skill floor.
To be fair, I feel like it's more people want engagement in the job in both healing and DPS aspects, not just the healing aspect of it. While high-end content is fun to heal, people do want to do more than just press two or three buttons to do damage. Even then, mechanics within a job need to be rewarding in some way to the player, which is already shown from WHM as an example with Blood Lily. SGE is also a good example since you get rewarded for shields being broken with Eukrasian Diagnosis with an Instant Cast AoE. There are even different ways to engage the player in a job, specifically AST. Job mechanics that cycle in short spans of time keep them busy and not always pressing Malefic or what have you. I think that's what we're trying to look for in SCH: That engagement that isn't just sit on a timer of 60s Aetherflow along with the Fairy Lockouts that happen when Seraph is brought out or Dissipation used.
Yeah. And it's solvable by giving healers semi DPS rotations like tanks, and simultaneously lifting healing requirements in ultimate contents so that dedicated vets have a place to struggle to keep teammates alive.To be fair, I feel like it's more people want engagement in the job in both healing and DPS aspects, not just the healing aspect of it. While high-end content is fun to heal, people do want to do more than just press two or three buttons to do damage. Even then, mechanics within a job need to be rewarding in some way to the player, which is already shown from WHM as an example with Blood Lily. SGE is also a good example since you get rewarded for shields being broken with Eukrasian Diagnosis with an Instant Cast AoE. There are even different ways to engage the player in a job, specifically AST. Job mechanics that cycle in short spans of time keep them busy and not always pressing Malefic or what have you. I think that's what we're trying to look for in SCH: That engagement that isn't just sit on a timer of 60s Aetherflow along with the Fairy Lockouts that happen when Seraph is brought out or Dissipation used.
Capstones should be the most exciting moves you have. You should WANT to push them. Not making them that way is a failure of the design team.
Not be: "Eh, it'd be nice if I had the chance to use this thing".
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]
"Capstones should be the most exciting moves you have" it's something players decided to come up with, as it is not really reflected in the game. Sleeve Draw, Carve and Spit, Decimate, Blasting Zone, Royal Authority, Tetragrammaton, Plenary Indulgence, Sacred Soil, Dissipation, Aetherpact, Dragon Kick, Tornado Kick, Six-Sided Star, Dragonfire Dive, Assassinate, Meditate, Battle Voice, Sidewinder, Refulgent Arrow, Apex Arrow, Ricochet, Heated Slug Shot, Flamethrower, Improvisation are all capstones skills that don't fit that definition. Mind you, I excluded other skills that don't fit that definition either only because it would have been superfluous at this point.
If capstones skills that are the most exciting moves you have turn out to be the exception and not the rule, maybe we should reconsider the importance we give to those skills.
That being said, the point of the discussion is that you are attributing a situational utility to a skill that is universally useful and worth pressing, especially compared to Lilybell and Macrocosmos.
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