Have you experienced stormblood ast? thats the ast that was really something with how much more busy and fun it is . EW ast is boring and nothing but a cheaper none mp issue more mobile mp managment whm now. all it has is malefic with 6 boring cards with the same boring buff. tbh better just merging ast and whm in one and sch and sge in one as someone mention. sge saving grace is a aoe at 26 for arr content which the other 3 healers dont have till 45Always mained healers but kept swapping between them. In EW I decided to main AST as it has the most interesting and playful oGCDs, card micromanagement and also the most damage oGCDs (lolwhy?)
I found it quite entertaining and actually hard to execute perfectly. Playing the correct cards exactly into burst windows, knowing which jobs to prioritise in what order, reopener feeling like playing a piano masterpiece, not using lightspeed for movement cos its required for reopener, RNG being against me and giving shitty cards or only ladies....Plus people would randomly fuck up mechanics and needed a quick recovery... And that on repeat for each prog try/weekly kill. I must say it was exhaustingAnd for what? Hardly catching up to Sage's rDPS who was yawning bored pressing his 1111, very unrewarding...
I will probably try samurai now as it seems the difficulty in optimization is still high but at least I get a break from babysitting mistakes of others and finally see some big numbers.
I still quite like the difficulty of AST tho I am sad its not rewarded by being top DPS, I guess it would be too powerful combined with the strong healing kit, no mana management and... Macrocosmos
When your options for healers are between Outdated, Jank, Shallow or Lazer, there really isn't much room for fun. At least jumping into a shallow puddle has that slight fun factor of there being a splash, which is more than can be said for the others.Have you experienced stormblood ast? thats the ast that was really something with how much more busy and fun it is . EW ast is boring and nothing but a cheaper none mp issue more mobile mp managment whm now. all it has is malefic with 6 boring cards with the same boring buff. tbh better just merging ast and whm in one and sch and sge in one as someone mention. sge saving grace is a aoe at 26 for arr content which the other 3 healers dont have till 45
Last edited by Silver-Strider; 03-10-2022 at 06:57 AM.
true very true xd i think maybe do something like ff12 to combine classes would be interesting ik its asking the impossible one can dream though
Yes I have and I remember browsing the forums at that time too, there were so many compaint threads about how RNG it is, everyone just fishing for aoe balance, the more hardcore groups used to fish for it before each pull...Have you experienced stormblood ast? thats the ast that was really something with how much more busy and fun it is . EW ast is boring and nothing but a cheaper none mp issue more mobile mp managment whm now. all it has is malefic with 6 boring cards with the same boring buff.
While the the storblood AST had many posibilities and niche ways how to buff the group like extra mitigation from Bole or strengthened and prolonged spell speed buff for BLM, it was very reliant on RNG and couldn't be replicated consistently. And at the same time they were all less optimal than aoe balance anyway.
There was also less buttons to fit into the reopener so I still find today's AST harder to execute perfectly while the stormblood AST was smoother in gameplay but more RNG. Both versions had some good ideas but I wouldnt use the old one as good design example.
Another thing, I also remember many complaint threads about Cleric Stance, mana issues and similar 'difficulties' connected to healer gameplay yet today I see those being mostly praised and missed, I guess the vocal group just shifted from one side to the other and as they were heard before, maybe we will be heard soon as well.
I still think that what we need the most for healer engagement is some randomized incoming damage so we have to be on our toes and not optimizing and preplanning the whole damn fights. Also stuff like randomly spawning adds that we need to CC, or debuffs to be dispelled whatever, but the main point of it being random, not predictable.
People say that balance fishing was all there was to do, but I remember someone saying that the top parse for Bard during that expansion actually included a few extended spears which gave extra crit change at the time. I think people fell into a cycle of "fish for balance" without giving any real consideration or attempt at utilizing other cards. Sure something like Bole was not going to help you get a high parse, but in the chance that you get stuck with it and have to use it, it can mean more damage casts for healers and maybe even saving a mitigation for the tank if it was enhanced. Of course I am not a theorycrafter or anything and I am sure the raiders will descent upon this comment with nothing but contempt for my idea that maybe flat damage boosts aren't always better than increasing other attributes but at least it was fun. We ended up where we are now with these jobs because none of them are designed to be fun anymore, they are designed to be balanced and parse well, that is the only concern for the dev team since the only feed back the community consistently has is related to damage parsing.Yes I have and I remember browsing the forums at that time too, there were so many compaint threads about how RNG it is, everyone just fishing for aoe balance, the more hardcore groups used to fish for it before each pull...
While the the storblood AST had many posibilities and niche ways how to buff the group like extra mitigation from Bole or strengthened and prolonged spell speed buff for BLM, it was very reliant on RNG and couldn't be replicated consistently. And at the same time they were all less optimal than aoe balance anyway.
There was also less buttons to fit into the reopener so I still find today's AST harder to execute perfectly while the stormblood AST was smoother in gameplay but more RNG. Both versions had some good ideas but I wouldnt use the old one as good design example.
Another thing, I also remember many complaint threads about Cleric Stance, mana issues and similar 'difficulties' connected to healer gameplay yet today I see those being mostly praised and missed, I guess the vocal group just shifted from one side to the other and as they were heard before, maybe we will be heard soon as well.
I still think that what we need the most for healer engagement is some randomized incoming damage so we have to be on our toes and not optimizing and preplanning the whole damn fights. Also stuff like randomly spawning adds that we need to CC, or debuffs to be dispelled whatever, but the main point of it being random, not predictable.
Been healing since EQ1. Don't see myself quitting anytime soon.
Same, EQ1 and FFXI were my first healing MMOs.
I did largely quit here though because there is no dedicated healing in FFXIV, it's literally a pretend role. You could effortlessly strike it from the game simply by giving tanks and Phys Ranged DPS a few extra OGCDs to pick up the slack.
The hardest thing to fix via role displacement would be the auto-heal mechanic (Embrace, Kardia, Regen, etc) and that could literally be solved just by baking something into each tank's stance.
But no, I realize nothing is changing. Literally every time the big bad gameplay word is brought up Yoshi P shuts down and memes on us until we can get back to talking about our subscription based storyline.
Last edited by Mapleine; 03-11-2022 at 08:36 AM.
I was an Enchanter in EQ1, and there is no way SE is ever going to put something so subtle yet so powerful in a game like this. Too hard to balance, too hard to get players to understand and wouldn't parse well enough to be accepted by the community.
That is sadly not the player's fault but the fight design fault. The heal checks in ffxiv PVE are so low and predictable that you can map out your oGCDs to cover them in all the savage fights. We have such strong recovery options that even if something is going badly you can mash 3-4 things and everyone is again full HP.People say that balance fishing was all there was to do, but I remember someone saying that the top parse for Bard during that expansion actually included a few extended spears which gave extra crit change at the time. I think people fell into a cycle of "fish for balance" without giving any real consideration or attempt at utilizing other cards. Sure something like Bole was not going to help you get a high parse, but in the chance that you get stuck with it and have to use it, it can mean more damage casts for healers and maybe even saving a mitigation for the tank if it was enhanced. Of course I am not a theorycrafter or anything and I am sure the raiders will descent upon this comment with nothing but contempt for my idea that maybe flat damage boosts aren't always better than increasing other attributes but at least it was fun. We ended up where we are now with these jobs because none of them are designed to be fun anymore, they are designed to be balanced and parse well, that is the only concern for the dev team since the only feed back the community consistently has is related to damage parsing.
So yeah it is understandable nobody was happy about a RNG Bole draw when they already had enough other things planned and prepared for the tank to survive. In EW setup all the jobs have even more defensives and heals so it would be even more useless.
With this fight design there is absolutely no need to keep people on high or full HP at all times but you can see new players always doing it (curebots) as they are used to other MMOs where it was a thing.
However in other MMOs or even here in PVP, there is random and unexpected incoming damage so every extra mitigation is welcome, every extra heal is welcome. That is the main difference. In frontline on my melee or healer I gladly take a defensive ability over offensive one but in PVE nobody would.
And the aoe balance, the math just adds up - buffing the damage of everyone always sums to larger amount of total gain for the party so yeah that was the best thing to do, buffing a single person could be fun for you and him but that doesn't mean you helped your party the most.
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