You don't know how many DPS and Tanks I've seen grief in P8S parties by messing up Snakes 1, despite me joining Dominion/Enrage to clear parties to help people clear when I'm bored.
It would seem that no matter how easy they make jobs, players will still find a way to be stupid. We shouldn't design jobs around being for stupid people though, or else it makes things boring for EVERYONE.
SGE is also a horrible design that encourages pointless overhealing or burning resources when they are not needed for MP.
If PF wasn't ruined back in Heavensward or Stormblood, I can assure you it will not be ruined by "over complicating healers"; besides, perhaps one of the reasons that PF healers are so bad is because healing is so boring that nobody wants to do it?
it is not a problem. Maybe i phrased it incorectly, my point is that to keep content accessible to a wider range of people doing all content you cannot overcomplicate classes. The harder and more complicated a role becomes the harder puging becomes and a vast majority of people cannot afford to just "lul get a static" that work shifts and have a wild schedule. The current design of tanks and healers makes perfect sense and i doubt it will change. Again they could and it would be great but than it will go against the core ideal of ff14 and yoshi p of keeping the game casual friendly. This is the reality i came to after pugging this tier. Also the expectation was different from ARR to Now. You werent excepted to do 1/3rd of the parties dps as supports. For healer design is justa sympton to how encounters have been designed.
Nonsense. Making jobs accessible to all/completely interchangeable has lead to this absurd 2 minute obsession and surgically removed the fun from nearly all of them. Where is the enjoyment in doing something right if it can't be done wrong?
edit: I'll go further and say that it's only lead to tighter dps checks and more required from the support roles both in terms of damage and general competence.
Last edited by fulminating; 02-06-2023 at 05:09 AM.
Uh...just so we're clear:
The drop happened in StormBlood (SB), not S(h)adoBbringers (ShB). That is, when SCH still had all those tools. SCH lost them in ShB, after the drop had already begun. So what's the explanation for the drop happening while they still had all those tools? (9 likes for saying something completely wrong...you people... <_< )
Hey, I'm not one to give up on brick walls, nor declare they have mental health issues, and it's extremely rare that I decide it's a waste of time to talk to someone. But I'm glad you notice and appreciate my efforts, friend.
Few causes are hopeless, save those given up.
This is...extremely accurate, honestly. Probably because the playerbase and focus was different. Healers were more focused on healing - and had to be, given the way GCDs worked and the dearth of oGCD heals - and the meta had not developed to the point of the DPS race, parses, and so on. It could be done again, but would require that same kind of paradigm shift taking us back to GCD healing an a non-DPS focus for Healers.
You hit the nail on the head. Exactly right.
The 2 minute meta doesn't do anything to improve accessibility. It actually reduces it because uncoordinated groups, it turns out, are very bad at coordinating CDs, even if it should be braindead to do so. Moreover, by packing so much damage output into those buff windows (something like as much as 45% of the party's damage), it means messing them up, or dying just before one, leads to a vastly decreased party damage output.
The 2 minute window is the opposite of making Jobs accessible.
Last edited by Renathras; 02-06-2023 at 01:37 PM. Reason: EDIT for space
The process started in SB though. They did in fact merge Bio 1+2 in SB and at the start of the expansion removed Miasma 2 and Energy Drain until 4.06 I believe. I could have sworn that Shadowflare and Bane but I may have misremembered. Still though, the job was a lot less enjoyable due to the combination of the skills being removed and the cost increase to Addlo/Succor making the job somewhat unbearable to sustain until Dissipation got reworked and that wasn't until a few months after UWU dropped.
Hm...might have to look at the wayback machine (I think Mr Happy's doing a video series of the Jobs through the expansions, though I'm not sure how far he's done due to the Ultimate race; he has done SMN, though, I know that). I very much remember in ShB players complaining that SCH's kit was gutted then, which means (on the whole), the playerbase DIDN'T feel SCH had been gutted in SB.
https://www.youtube.com/watch?v=B2mk...ZAoyf7&index=6
SMN still had Shadowflare, Bio and Miasma, Bane, etc. I remember playing SCH in SB and having Bane. I feel like it still had it in 5.0, though, since I remember spreading my DoTs in some of the early dungeons, but it may have been in SMN. They seem to have made Bio 1 -> Bio 2 in SB (in HW they were separate), but otherwise, SB still had the full kit other than that. They changed Shadowflare from an MP cost, 2.5 sec cast GCD Spell into a 0 MP, instant cast, oGCD Ability with a 60 sec CD, and the duration was halved while the potency was doubled (so you got the damage quicker). Miasma 2 was removed at the start of SB for both SMN and SCH, but was readded to SCH (since it didn't have a spmable AOE like SMN, WHM, and AST did), meaning SCH had Miasma 2 during the decline phase.
So it seems, at least on first blush, that the big removals were ShB, not SB. The removes at the start of SB seem to have been quickly reversed (for SCH), and the Job still had access to most of those things for the expansion. Again, first blush.
I'm not sure how solid a basis we can blame all this on "Well, SCH lost one DoT going from 4 to 3..." is as an explanation for the decline... It's probably one of those "maybe that was a contributing factor, but it wasn't at all the whole story or even necessarily a dominant cause".
The decline started in sb as all healers started losing things as yoshida started with the "pure healer" mentality. Whm in particular got hit extremely badly by this flawed mentality. There were some valuable gains here and there such as earthly star for sch and ast making it a mixed bag but for whm it was a total train wreck.
Ast lost its second dot, utility in disable, stella was removed instead of being made into a proc or combo like people asked for and its own mp regen skill luminiferous aether forcing it to rely purely on the ewer (a card useful for royal road and rdm) Noct also got hit hard with the nerf bat making it inferior to diurnal by a wide margin
Sch has already been covered
Whm lost so many skills it had to use 7 cross class slots just to regain its basic functions. It had no reliable mitigation any longer (stoneskin and protect/shell removal) its healing was shafted to pieces (thanks to the useless confession and lily procs) and its self buffs were outright removed. It got aero 3 at least but then that got removed in shb. Even an emergency patch to make the lilies less rng didnt make a dent in how many people shunned whm in stormblood for being boring and unrewarding to play.
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