An ogcd shield that can be deployed, or a way to make adlo insta
An ogcd shield that can be deployed, or a way to make adlo insta
the irony is that 4.0 showed a potential of where tanks could go. OT stances can literally change you tool kit, as shown by WAR. The concept behind pressing one button and instantly, some (or all) of your gcds and ogcds change effects without having to add more button bloat is a something I am sure they will revisit in the future. They are already doing with actions that cannot be placed on the hotbar and that concept has been in the game since 2.0 but only recently they are going all in on it. This concept could have been applied to all jobs. Healers used to have cleric stance so it has been done before.
Imo SCH was a missed opportunity to pair with AST as a "dual-healer". Eos could have been Diurnal and Selene could have ben Noct. Seraph just fuses the two like Neutral. SCH could have swapped stances by just casting the apt faerie and AST could have just put stance swapping on a 10 sec recast mid fight.
Though this would require innovative gameplay design but that no longer seems to be the case for the devs with EW being the second expansion where they played extremely safe.
Who knows. SE is rather clueless when it comes to SCH. At least with WHM and SGE, you have abilities like the Misery and Toxikon which reward them job for healing (they really need to expand on this) SCH doesn't even have that. It's just a jumbled mess. I mean, how are they going to even reward SCH for doing it's job? DoTs? Unlikely. More DPS abilities? Like what?
It's a real shame. I liked the job when I started in 4.x. It's a shell of it's former self.
I’d prefer more interaction with fae gauge & fae related abilities. Rework or remove the entire AF-
But wait… who am I to hope for a good direction for SCH when they can’t even design WHM—the most popular & simplest healer—properly? Seems like fat wishes to me![]()
Last edited by Rein_eon_Osborne; 08-05-2022 at 01:16 PM.
Sage is not rewarded for healing. It's rewarded for pre shielding trash pulls. The acquisition of addersting for Toxicon is a dps loss most of the time.Who knows. SE is rather clueless when it comes to SCH. At least with WHM and SGE, you have abilities like the Misery and Toxikon which reward them job for healing (they really need to expand on this) SCH doesn't even have that. It's just a jumbled mess. I mean, how are they going to even reward SCH for doing it's job? DoTs? Unlikely. More DPS abilities? Like what?
It's a real shame. I liked the job when I started in 4.x. It's a shell of it's former self.
I guess you could argue mana refund and the potency of its addersgall skills encourages SGE to not sit on healing like SCH does but that’s kinda a seperate situation
Well, anybody who is raid level healer can trivialize any dungeon. They have to set it up for lower skilled healers to deal with, so they couldn't exactly have that healer do that. But I bet that healer is still on the EX, Savage, Alliance Raid, and Ultimate testing teams.I mean isn’t that roughly the same thing, if you have a group specifically design to go “yep that content feels right it no that content feels wrong” but you can be too good a healer to be allowed to have that role isn’t that full admittance they don’t value the opinions of any healer with lord skill than a cure 1 mage
You don't need to be a savage raider to trivialize any dungeon as a healer. Healers are trivial by design.Well, anybody who is raid level healer can trivialize any dungeon. They have to set it up for lower skilled healers to deal with, so they couldn't exactly have that healer do that. But I bet that healer is still on the EX, Savage, Alliance Raid, and Ultimate testing teams.
Thats because they've backed themselves into a corner with the over focus on baance, simplicity and accessibility, they cut off so many options to branch the jobs out but instead have shoved the all into a tiny corner and left them nowhere to go..
it's the same with all the roles. and its a result of increasingly shallow design choices, because any form of depth or complexity is seen as too difficult. the onlything that matters is dps. debuffs and buffs are a joke, resources are a joke, emnity is a joke, mitigation is largely a joke. outside a very small% of content. everything is designed to be far to forgiving, oh i missed rampart for that tank buster. oh well doesnt matter, 1 heal and whatever regen effect will still heal me up before the next chunk of damage.
so many iconic elements of final fantasy games dont exist in XIV which is strange given t hat yoshi is trying to pull in players from all the single player games,,, but the game lacks any of the elements that make the single player games fun and interestig, interesting buffs and debuffs, the elemental wheel, diverse jobs and roles, diverse monsters that require diverse stategies to beat. this boss hits hard but hits slow.. this boss is evasive as hell need to blind him, this boss boss is super fast lets slow him down.
in XIV a level 90 super GOD has the exact same defence and armour and resistances as a level 1 lady bug.. the only difference is how much hp they have.. and all those iconic elements dont exist so players of the single layer games come in see how shallow it really is and get bored..
all shallow and simple design choices that have pushed them into a corner and they have no where to go..
Yeah I honestly have no idea where they will take any healer at this point, unless we go the divine seal route which will well and truly be the death of the role then square is going to end up stuck between the “we have to continue adding pointless healing buttons at every level” and “button bloat must be avoided at absolutely all costs”Thats because they've backed themselves into a corner with the over focus on baance, simplicity and accessibility, they cut off so many options to branch the jobs out but instead have shoved the all into a tiny corner and left them nowhere to go..
it's the same with all the roles. and its a result of increasingly shallow design choices, because any form of depth or complexity is seen as too difficult. the onlything that matters is dps. debuffs and buffs are a joke, resources are a joke, emnity is a joke, mitigation is largely a joke. outside a very small% of content. everything is designed to be far to forgiving, oh i missed rampart for that tank buster. oh well doesnt matter, 1 heal and whatever regen effect will still heal me up before the next chunk of damage.
so many iconic elements of final fantasy games dont exist in XIV which is strange given t hat yoshi is trying to pull in players from all the single player games,,, but the game lacks any of the elements that make the single player games fun and interestig, interesting buffs and debuffs, the elemental wheel, diverse jobs and roles, diverse monsters that require diverse stategies to beat. this boss hits hard but hits slow.. this boss is evasive as hell need to blind him, this boss boss is super fast lets slow him down.
in XIV a level 90 super GOD has the exact same defence and armour and resistances as a level 1 lady bug.. the only difference is how much hp they have.. and all those iconic elements dont exist so players of the single layer games come in see how shallow it really is and get bored..
all shallow and simple design choices that have pushed them into a corner and they have no where to go..
Tanks and DPS aren’t faring much better but at least the fact that they have a rotation makes them somewhat possible to expand on, like PLD’s rotation did not change at all this expansion but we got flashy lights when we used to get sword strikes so it feels better even when it’s not really, healers don’t even have that route to go down
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