You could remove half of sage's heals and replace them with abilities that synergise with, and spread kardia and/or do damage. Then you can give sage an actual damage rotation.
You could remove half of sage's heals and replace them with abilities that synergise with, and spread kardia and/or do damage. Then you can give sage an actual damage rotation.
Last edited by GoatOfWar; 08-13-2022 at 02:24 AM.
SCHs got scammed, because going from Stormblood to Shadowbringers, they killed most of the DPS rotation, then added more healing spells that accomplish less work. A lot of really boring healing spells, at that, which feel extremely uninspired and like not a lot of consideration went into it. Can easily cut 6 or 7 abilities, make the existing ones more exciting, and maybe add another damage ability or two.
Wouldn't even be that bad if they upped the healing requirements to at least balance the amount of healing skills they just threw into the game, including healing/barrier abilities added from other classes - but eh... it's always an uphill battle.
Never going to happen due to the DoT cap on bosses / mobs. The entire reason they took them away is that in 24m raids people literally couldn't apply them due to the cap.
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]
Really? That's actually beyond cringe. There's so many irrelevant debuffs they could have removed that would in turn also reduce button bloat. (Feint and Addle immediately come to mind) Why take away what little fun there was left from the heaers?
What makes you think YoshiP's team understands what healers find fun?
he/him
Feint and Addle are incredibly helpful in raids, though I think it would make much more sense if they went back to the healers instead; the amount of times I've seen DPS players properly use Feint/Addle, even in Savage, (outside of coordinated groups where mitigations are planned) is probably less than 10.
Seriously Feint and addle both should be taken from the DPS (Who rarely ever actually use them), repackaged, and given to healers as role actions.Feint and Addle are incredibly helpful in raids, though I think it would make much more sense if they went back to the healers instead; the amount of times I've seen DPS players properly use Feint/Addle, even in Savage, (outside of coordinated groups where mitigations are planned) is probably less than 10.
Feint = Protect (party based)
Addle = Shell (Party based)
There, you have 2 ICONIC spells. Protect used to be in the game but Yoshi removed it for "reasons", mostly because it was a once fire and forget spell. Put a short CD on it, and short Duration and then it's much more active.
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 is a cheap excuse from them.
We have classes that have dots with a higher cooldown than duration and they could easily rework skills to function as a partywide buff instead of a debuff. Instead they chose to keep dots that clutter the debuff bar during burst (like GNB dots) and cut the more meaningful dots from healers that resulted in a more varied and constantly changing rotation just so a worst case comp can still go all-out with meaningless dots you literally can't mismanage/ refresh too early because they're on a cooldown that exceeds their duration.
Brilliant.
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