Excuse you, Sonic Break's limp, forgettable animation is a core part of my class fantasy.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.
he/him
Cure 1 needs to be upgraded to cure 2 and free cure removed.
For what amounts to the highest potency DOT in the game damn does sonic break have such a terrible animation
But overall yes why does GNB need 2 DOT’s why does PLD need 2 DOT’s, why does deaths design have to be a DOT, the game was fine when SMN and the healers were the DOT mages, but of course it’s healers that have to lose their DOT’s for the DPS, the only DOT on a DPS class I actually like is tsubame but that’s because it actually works within the loop of SAM’s rotation, the rest could easily lose them or have them changed to “DOT associated” abilities like automaton queen or dark passenger that don’t clutter up the debuff list
PLD will probably never see their DoT removal, ever. Same goes to DRG & BLM, for obvious reasons.For what amounts to the highest potency DOT in the game damn does sonic break have such a terrible animation
But overall yes why does GNB need 2 DOT’s why does PLD need 2 DOT’s, why does deaths design have to be a DOT, the game was fine when SMN and the healers were the DOT mages, but of course it’s healers that have to lose their DOT’s for the DPS, the only DOT on a DPS class I actually like is tsubame but that’s because it actually works within the loop of SAM’s rotation, the rest could easily lose them or have them changed to “DOT associated” abilities like automaton queen or dark passenger that don’t clutter up the debuff list
These are the jobs that often get a certain degree of simplification but never had their gameplay nuances outright removed because the devs knows it’s possibly the big part of the fun playing said jobs.
And of course it has to be healers who bite the bullet(s). :^) I have stolen one of the best quote on my sig to express my distaste.
Last edited by Rein_eon_Osborne; 08-18-2022 at 02:48 AM. Reason: typo
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
I completely understand keeping the dot on BLM because it adds a layer of difficulty for the whole fight instead of being this niche thing that you get to optimizer once a year.
It's another timer in addition to Eno and Poly stacks to watch which will constantly shift a bit from it with the +/- 3s refresh window, can even be better to drop it for a tick in order to finish a Transpose line, it's another potential filler during UI and helps setting up Transpose lines, it's a movement/ weaving tool and consistently sharping it as opposed to Firedox is something to work towards while getting better at a fight.
But GNB? I really enjoy that class but the dots are nothing but fluff and any button with the same potency would do.
The only times when you can really optimise it is when the boss has odd transitions/ kill time and you wouldn't get enough dot ticks to make it worth using over other skills.
How often does that happen?
Not nearly often enough to justify them taking up a debuff slot.
Having a dot just for the sake of it is pointless, dots can be an interesting part of the rotation but there has to be a layer of difficulty to it instead of them just being a "press on cooldown". Some synergy/ interaction, the potential to mismanaged them and also the potential to use them as a calculated lower dps loss than the alternative.
All healer dots ticket the last two boxes and the first can easily be added as well.
Honestly I disagree on that one. Most healers rarely use their toolkits too, so that's not really a good reason and trimming utility from one role to add it to another is a really bad direction to go down. I don't want to see dps simplified even further.
On the other hand, if they scrapped this whole shield/barrier nonsense, they could straight up give your Protect and Shell idea to WHM and (with some rebalancing) let AST have Noct back as a stance it can switch between in combat.
Honestly, giving a purely fluff bleed-like effect to a sword wielder whose sword might actually cauterize wounds isn't even that great fluff. Both moves specifically even look like single high impact strikes, you'd think the dots were from one of the ones with a lot of slashing or burning action.
My idea with that change is to make healers into the more buff / debuff oriented jobs they should be. If the devs aren't going to increase our damage, at least let us be buffers / debuffers.Honestly I disagree on that one. Most healers rarely use their toolkits too, so that's not really a good reason and trimming utility from one role to add it to another is a really bad direction to go down. I don't want to see dps simplified even further.
On the other hand, if they scrapped this whole shield/barrier nonsense, they could straight up give your Protect and Shell idea to WHM and (with some rebalancing) let AST have Noct back as a stance it can switch between in combat.
Protect / Shell
Faith / Bravery etc etc
Could even split them between the shield healers and regen healers to try to incentivize bringing both.
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]
I am no longer if favor of removing spells such as Asylum and Tetra for WHM. Instead, I'd recommend the following be changed:
- Remove the "Free Cure" Trait
- Have both Afflatus Solace and Afflatus Rapture spells move down to level 30 and merge with Cure 1 and Medica when a lily is in bloom
- Temporarily replace Holy/Holy III with Misery when a blood lily is in bloom
- Merge Benison with Aquaveil and leave it with two charges
That's four buttons cleared up for WHM, making plenty of room for DPS/Support abilities. Excluding role actions, the total amount of buttons the job would have went down from 32 to 28.
From my experience as a non-savage raider:
1) Have Cure 1 upgrade directly to Cure 2. Only reason I still have to keep Cure 1 on my bar is when I go into lower level dungeons.
2) Get rid of Esuna. It's like 99% useless since most things can't be removed anyways. It seems like it's only useful for a few things like the first boss of Dead Ends and some of the Dooms so it feels like a gimmicky spell at this point (is it useful in the top-tier raids?).
3) Change Medica 2 to be a direct upgrade to 1, without the regen. Raid-wide regen seems useless now since raid-wide damage is big hits and healers just heal everyone to full anyways.
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