It's annoying the more I look into it as these "casuals" pay, as everybody else. What they have over us are overwhelming numbers. I am more inclined to think that the game is no longer catering to players who favor depth. Now I am rethinking of coming back seeing how the game evolved from being fun and having engaging gameplay to overly simplistic, boring, and jobs are just a reskin of another.
The thing is, this design doesn't even cater to the casual players either.
Condensing all the potency into 1 DoT and 1 filler means every missed cast on the filler is made more punishing. The forced alignment of all buffs to 2 minutes also makes drifting extremely punishing.
Not a single change is a net positive for the casual player. It all only benefits the players who want maximum performance with minimal effort.
I don’t support the changes but I’m exactly the sort of person the changes most benefit
The “I parse blue in savage so think I’m top shit and can maybe crawl through ultimate but I’ll probably be the worst member of your static”
This group is the only group that benefits from the changes. FFlogs didn’t exist back then but I was assuredly a grey parser when HW SCH existed, but I still loved it because I wanted to improve and try my hardest, if they reverted the changes my parse number would collapse, but I don’t remotely care I want to be challenged
to Be honest, I wouldn’t be surprised if the direction of these changes isn’t intended for casual players at all. Like I really wouldn’t be surprised either if they were trying to make changes for casual players and simply don’t understand the role enough to realize how ineffective these changes are for them. But I think i lean more toward them making these changes to try and get more people trying Savage. The only changes they’ve really made that do anything to make healing easier is the removal of MP (it may as well not exist at this point, with Raise just having a cool down), and making it so if they die, the tank and DPS can just handle the healing themselves. Let the causals who die in a dungeon lie in the dirt while everyone else gets to play the game, basically.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
I'm one of those people that hated eureka and bozja and is perfectly happy to just get my relics by farming tomes.
I'm not against field operations mind you if I can just stroll through them and do the story inside before being done with it, and if I have other means to farm relics. If it even requires more tomes (which is a convenient reward you get by doing multiple types of content), then I'm still happy.
The main problem was that neither eureka nor even bozja even tried to balance the content to farm. And we still had to grind fates and crystal tower to top it off /puke
This is actually one of the things that infuriate me the most, and it's so new player unfriendly... When the sprout healer just lies dead and watches the group kill the boss for minutes and not only feels terrible for dying, but also terrible for being totally useless.
Last edited by Valence; 05-13-2024 at 03:04 AM.
I completely agree, and what makes it even more frustrating is that there are so many easy solutions to absolving the heavy pressure on the healer to always survive. Something I’ve been saying for years has been to make Phoenix Downs usable in combat, stackable so you can hold more than one at a time, and handed to the player as rewards for doing roulettes and quests. Give them a cast time, and a cool down independent of other items like potions, and then if we feel they are too strong for raiding, make Phoenix Downs unusable in high-end duties. Basically, it’s a function that works the same as silence echo. Once a duty is removed from the high-end category, then Phoenix Downs can be used.
Now, anyone can revive. The cast time makes it suboptimal if your healer is alive, but if they fall, you can revive them. Red Mage still benefits from repeated instant raising, and if we want summoner to retain some form of raise utility, remove Resurrection and give Carbuncle a raise on a long cooldown, or make Enkindle during Phoenix’s summon time able to target and revive fallen party members with the regen. Powerful, yet heavily restricted by timing. Or just leave it as-is and let it benefit from a potential swiftcast as the main advantage over Phoenix Downs. I can understand that the value of a raise can be a sensitive balance topic, and im not partial to any specific solution. I’m unbothered by them getting a powerful, yet restrictive raise, or not.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
Not true. You absolutely can restrict it to when Phoenix is present in your rotation. Yes, that does make it extremely time-sensitive because you can only use it during a small window with tin your 2 minute rotation, something that you could argue justifies an OGCD raise that also places a regen on the revived party member. It doesn’t suit SE’a current modus operandi, but not everything in this game has to be hyper accessible. You can argue that it “feels bad” knowing your raise isn’t available when someone dies, but that’s exactly why the game is the way it is. Everything always has to be more accessible, more available, more automatic, because we hate situational. We hate adaptive gameplay. We hate limited resources. We want everything to be free and want it now. That’s how this community is. But you absolutely could have a powerful raise restricted to a phase in your gameplay that you can’t always take advantage of, and revel in the moments where your Phoenix phase was at the right time to catch a fallen party member and revive them entirely for free at the cost of not being able to do it any time you want every time you want it.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
I would rather have full control of when I am going to cast my spells. Locking a raise, whether it is a GCD or oGCD, behind a summoned primal is already good, I'm not gonna lie, but if said primal is going to be part of a static rotation, then it isn't. We already have BLM, a caster that is following a static rotation to maximize its damage-dealing, and RDM that can chain res for as long as they have MP to sustain. Why can't SMN be the middle-ground caster that has multiple branches of spells suited for specific situations to be like BLM that follows an order to get the full benefits of each branch and like RDM where you can react to a given situation, on the fly? And to make it more interesting, pets need to return as an entity we can manage, instead of it modifying our spells.
Last edited by rawker; 05-13-2024 at 07:10 AM.
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