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  1. #1
    Player
    Zaytex's Avatar
    Join Date
    Mar 2022
    Posts
    118
    Character
    Zaytex Zanshin
    World
    Zodiark
    Main Class
    White Mage Lv 100
    I mean yeah you could have it just be 2 balance cards, one for melee and one for ranged, but the seal system is something that makes you think about your cards more than just who you give it too. The solution would be to make the seals feel more impactful, perhaps bringing back sleeve draw so you can always get the third seal and buff astrodyne so its not just a tiny buff.
    (0)

  2. #2
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    986
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Zaytex View Post
    I mean yeah you could have it just be 2 balance cards, one for melee and one for ranged, but the seal system is something that makes you think about your cards more than just who you give it too. The solution would be to make the seals feel more impactful, perhaps bringing back sleeve draw so you can always get the third seal and buff astrodyne so its not just a tiny buff.
    The seals system doesn't make you think about anything. And NEVER HAS.

    In Shadowbringers it was you either got 2 different seals for 5% damage or 3 different seals if RNG graced you for 6% damage on Divination. What decision making is there? You don't sit there and think "I want 4% increase and not 6%".

    Endwalker was worse. At the base line Astrodyne was a Lucid Dreaming for free. You either got Haste tacked on or both it and 6% damage for yourself while you were at it.

    Please do explain to me what decision making is there?

    THERE IS NONE. THERE IS ABSOLUTELY ZERO, ZILCH NADA DECISION MAKING IN THE SEALS SYSTEM. PERIOD.
    STOP PRETENDING LIKE THERE IS.

    The seals system has NEVER:
    • Made it so you could give the party mana
    • Made it so you could give the party mitigation
    • Made it so you could give the party movement speed
    • Made it so you could give a fellow healer/caster mana you didn't need
    • Made it so you could do literally ANYTHING other than a damage increase to the party and that was ONLY in Shadowbringers.

    I have said MANY TIMES that it COULD have replaced card effects if the dev team actually had a creative bone in their body and allowed for the combination of seals to do different things so you could pick which effect you wanted and when.

    I mentioned that back in SHADOWBRINGERS.

    They failed to do it when they FIRST made the idea in Shadowbringers. They failed to do it in Endwalker when they gave us the perfect button to execute it with: Astrodyne.

    The seals system was a FAILURE and I'm so tired of people thinking that simply because it was consistent it was even good. IT WAS DECENT at best and a WASTE of potential at worst.
    (4)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE