I would actually put MP management pretty high on the problems of healers because it’s literally a zero sum game, you know exactly how much MP every healer will get for the length of the fight and you know exactly how much damage is coming out so you know exactly how many (if any) GCD’s will be going towards GCD healing so you know what your MP drain is and you just counter that with the correct level of piety, the only thing that messes this is up is raise
On top of that is the fact that besides SGE it’s a DPS gain to do what generates mana for each healer (aetherflow/lilys/cards/dyne) and SGE it’s totally DPS neutral so there is never any sort of choice with mana generation
If generating MP was something that required skill (using an extremely basic example let’s say if you keep your DOT up for more than 45 seconds then each tick after that 45 seconds generates 300 MP) then you could tailor your skill level to your piety level to give you more expression in how you generate DPS rather than the current “well it’s a DPS and healing gain to press aetherflow so why wouldn’t I press it, the MP is just an added extra”
"If generating MP was something that required skill (using an extremely basic example let’s say if you keep your DOT up for more than 45 seconds then each tick after that 45 seconds generates 300 MP) then you could tailor your skill level to your piety level to give you more expression in how you generate DPS rather than the current “well it’s a DPS and healing gain to press aetherflow so why wouldn’t I press it, the MP is just an added extra”I would actually put MP management pretty high on the problems of healers because it’s literally a zero sum game, you know exactly how much MP every healer will get for the length of the fight and you know exactly how much damage is coming out so you know exactly how many (if any) GCD’s will be going towards GCD healing so you know what your MP drain is and you just counter that with the correct level of piety, the only thing that messes this is up is raise
On top of that is the fact that besides SGE it’s a DPS gain to do what generates mana for each healer (aetherflow/lilys/cards/dyne) and SGE it’s totally DPS neutral so there is never any sort of choice with mana generation
If generating MP was something that required skill (using an extremely basic example let’s say if you keep your DOT up for more than 45 seconds then each tick after that 45 seconds generates 300 MP) then you could tailor your skill level to your piety level to give you more expression in how you generate DPS rather than the current “well it’s a DPS and healing gain to press aetherflow so why wouldn’t I press it, the MP is just an added extra”
Regarding this, having been in at least one game where in order to optimize my DPS (using an example of when my main was a BLM equivalent) , at one point it was absolutely required that I had my eyes glued to my MP gauge during the entirety of any encounter , I don't regard this as enjoyable. I would far more optimize mechanics, a rotation, healing, game puzzles, etc. In fact, the game that I was in that extra tight MP requirements ended up making them less stringent for all caster classes, including healers, since even they were quite strict at one point. I can understand that the opposite extreme in FFXIV could be seen as MP for AST being low/no cost, which could be adjusted somewhat (for example).
There's no agency in MP management. All the MP you can ever gain is controlled entirely by cooldowns. If you run out of MP, you have absolutely no way of trying to get it back, which means you cannot have ways of spending MP beyond what you generally naturally via consequence of your natural regen, cooldowns, and resources or the player is stuck in a hole with no escape rope. Your only method of influencing MP regen at all is Piety, a stat that is functionally useless. Yes, it gets you MP back, but if the MP generated through Piety was not necessary for you to clear content, as the MP you would've gained without it was enough to give you what you needed, then Piety has done literally nothing. And spoiler alert: You don't need Piety's MP regen 99% of the time, even if you aren't a highly skilled healing master. Because there's nothing to spend MP on. The only time you burn through MP is when the rest of your party is falling apart, which is the only time actually costly resources like Raise or spamming Cure III are ever a consideration.
If your standard spells had no MP cost, but you had a variety of more advanced spells that do, you would have the choice of how to spend you MP and on what. For example, rather than Afflatus Solace and Rapture being free heals available per lily use, why aren't they always available at a higher MP cost? You can heal without losing damage, but rely on it too much and you'll run your MP dry. Meanwhile, you can have a resource that restores your MP on the GCD, but that naturally costs you DPS, counterintuitive to reason you're spending MP on Afflatus heals to begin with. Manage your MP well, and you maintain your DPS output effectively while keeping the party healthy. Fly too close to the sun, and you have a way out, but you'll be undoing the efforts you had worked toward.
I want agency. I want to have ways that I can be greedy with my MP, ways that can result in my success or failure in regards to my DPS output. My ability to keep the party alive and healthy is unaffected, but my ability to do so while maximizing my DPS is affected.
At the very least I’d even take some diversity in the way MP is generated even if they refuse to remove the attachments to CD’s
SCH has literally one button that’s not lucid dreaming to generate MP and that button you are pressing on CD anyway, it’s not much but at least WHM has 3 MP generators that are not lucid
It’s not remotely close to though but god Damn why is SCH so boring on every front
This, I can understand .At the very least I’d even take some diversity in the way MP is generated even if they refuse to remove the attachments to CD’s
SCH has literally one button that’s not lucid dreaming to generate MP and that button you are pressing on CD anyway, it’s not much but at least WHM has 3 MP generators that are not lucid
It’s not remotely close to though but god Damn why is SCH so boring on every front
A part of me wonders if they’ll just remove MP altogether. That seems to be their way of addressing something that doesn’t work. Abandon it and move on. If it weren’t for Black Mage, I doubt we’d still have MP at this point anyway, but you could just make MP a gauge specific to Black Mage, and revamp Paladin’s and Dark Knights’ gauges to function like their current MP. Not like they’re using their current gauges for anything interesting as it stands anyway.
EDIT: Every time I post on my phone, typos are through the roof.
Last edited by ty_taurus; 01-30-2024 at 07:19 AM.
I can see that. And because it's SE, they'd also overlook the fact that Piety is made redundant as a stat because of the change, and then one patch later remove that tooA part of me wonders if they’ll just remove MP altogether. That seems to be their way of addressing something that doesn’t work. Abandon it and move on. If it weren’t for Black Mage, I doubt we’d still have MP at this point anyway, but you could just make MP a gauge specific to Black Mage, and revamp Paladin’s and Dark Knights’ gauges to function like their current MP. Not like they’re using their current gauges for anything interesting as it stands anyway.
I play a healer precisely because I suck at complex dps rotations. I can perform at a mediocre level as dancer or red mage, but beyond that, no, I'm bad at dps. If healer dps rotations became more complex, and I was expected to perform at a certain dps level as a healer, I could no longer play FFXIV. I don't want my healer dps rotation to become more complex. If anything has to change, I'd prefer healing itself become slightly more challenging (emphasis on the slightly). If you want complex dps rotations, there's a plethora of dps jobs that can provide that. Healer's may be capable and expected to provide dps, but that's not their primary role, and complicating their dps will just reinforce the idea that healers are just green dps. That's not a notion I think should be reinforced.
so you get to have 4 jobs and we get to have 0? sweet dudeI play a healer precisely because I suck at complex dps rotations. I can perform at a mediocre level as dancer or red mage, but beyond that, no, I'm bad at dps. If healer dps rotations became more complex, and I was expected to perform at a certain dps level as a healer, I could no longer play FFXIV. I don't want my healer dps rotation to become more complex. If anything has to change, I'd prefer healing itself become slightly more challenging (emphasis on the slightly). If you want complex dps rotations, there's a plethora of dps jobs that can provide that. Healer's may be capable and expected to provide dps, but that's not their primary role, and complicating their dps will just reinforce the idea that healers are just green dps. That's not a notion I think should be reinforced.
i'm sure glad scholar had to be gutted to appeal to people who don't even want to try at all!!!!!!!!!!!!!!!!!!!!!!!
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