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  1. #11
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ty_taurus View Post
    I actually will argue that a healer rework that addresses many of the concerns veteran players have with healer design would actually make it easier for players like you to learn and get better, not harder. For example, many of your standard healing spells that you learn early tend to be the fall-back solutions when things get messy in a battle, but they're also your worst healing tools that drop your offensive momentum and chew through your MP despite being "safety nets" that can always be cast. I would want to see basic heals cost no MP at all, have stronger conditional attributes, and have shortened cast times. Additionally, I don't understand why there's this perception that if healers get more attacks, the novice to intermediate healer population will some how become incapable of clearing content when 95% of content in this game can be cleared without healers DPSing at all.
    My biggest issue with more advaced dps rotations is the fact that there is so many buttons and it's impossible to keybind all ..let alone get good feel when using said keybinds.
    (Makeing the dps skills change after use can be an solution..as it would not req more space...)..

    I pref 3-4 buttons as healer..mostly bc i hate jobs/classes in mmos that has many skills ( more skills does not = more fun,harder--it's just a bother)..
    In ffxiv we do have 3-4 buttons BUT they have limited use;
    - Like you can only use aoe when there is 3+mobs..
    - The dot ability... becomes useless if targets dies quick(would be more useful if aoe-dot)..
    That's why you're left with only 1 ability to spam..
    More DPS button to press wouldnt solve that core issue..it wil only force you to press more meaningless buttons..
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    Last edited by Zeastria; 04-13-2023 at 07:19 AM.