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Last edited by WhiteWitch; 03-06-2022 at 12:41 PM.





Shields never stacked. Ast shields overwrote sch shields just like sageThe game is a lot of fun, for the most part, but there are a lot of strange issues with classes syncing.
Sage and scholar don't stack their shield in alliance raids. This effectively cripples both healers. Why couldn't they make both shields do half the amount? Instead, they just overwrite each other.
To my memory, I think Astrologian's shield sect worked with SCH succor. But i might be wrong on that, it's been like half a year.
About the trinity feeling diminished-
Two of the four tanks don't even need healing for half of the games content. I've seen an expert roulette on PF yesterday on Primal saying "this is a message to all curebots saying your services are no longer required".
Healer dps issue-
2 of the healers have half the dps skills that the other two have.
Sage and whm have all these dps skills, but astro and sch have broil bio/malefic gravity.
Everyone wants to use afflatus on WHM but it feels like using lilies is a glare loss unless the boss is currently invulnerable. Like the only appropriate time you can use afflatus in suzaku is when she is invulnerable doing the arrow moves.
AST has cards, they're dps skills.
Unfortunately, the trinity is vulnerable to power creep. It works at min ilvl, but when tanks defence increase at the same time healers potencies increase, both become exponentially superfluous, overhealing damage that isn't threatening to begin with.
There is no solution in an rpg where stat increases are the bare minimal mechanic of gameplay progression.


I would call them support skills but the card game for AST does at least help fill in some down time with something other than Malefic.AST has cards, they're dps skills.
Unfortunately, the trinity is vulnerable to power creep. It works at min ilvl, but when tanks defence increase at the same time healers potencies increase, both become exponentially superfluous, overhealing damage that isn't threatening to begin with.
There is no solution in an rpg where stat increases are the bare minimal mechanic of gameplay progression.

WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.
So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.



While I am fine with scaling down the player to replay old content (like GW2 does), scaling *up* enemies as the player progresses feels like decentivization.WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.
So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.

Like next 4 Pandaemonium bosses will have more HP, will deal more damage and drop better loot than the current ones, yet at intended ilvl relative values will be the same. FF14 is just way more conservative with ilvl increases so it's not that obvious.

I can see the conservation ilevel increases to be polarizing. On one hand you get to enjoy the fight and are able to see mechanics to their completion due to the fact you can't just roll over the boss. On the other hand, you can't trivialize things by having a huge ilevel increase and can't roll over the the boss xD.
Imo, it's a good balance state. It's just enough that players are allowed to do "speedkills" or different party compositions.




Afflatus is a good summary of healers issues across the board. It's a mostly passive mechanic that restores HP and can also do damage, and it is functionable despite the fact that it works against itself. These are the kind of healer gripes I can get on board with, and that I wish the dev team would address. When healers start talking about DPS rotations. I'm out. I don't even want to hear it anymore.
Tanks I can only really talk about as far as dungeons go, but I think this is where most people refer to the issues with them. DRK's self-sustain being in the crapper, and WAR being OP specifically refer to dungeon play. But I also understand that optimal DRK builds are pulling pretty close to DPS numbers ATM, so I don't know. I know next to nothing about the other two tanks, and any issues they currently have.
As for the holy trinity, I don't feel it's been compromised. What is echoed around here is only partially reflected in-game from my experience. A good example of this is in dungeons and how the group typically stops if anyone is having difficulty. It is obviously critical for the tank and healer role to be filled if big pulls are going to be attempted; but this can't be done without both DPS players present as well.
Every role has their part in FFXIV; even if it is not as critical in some instances, it alone can make the difference between a clear or reset in others.




That's why I'm of the opinion that half of all the healing abilities should be dps/support. If you the game overall doesn't need that much healing and it's clear as day that it's going to remain that, at least from the devs' standpoint, then they should, at the very least, give us other buttons to press to make us feel engaged 100% of the time you're in party content.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
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