Fun fact: that last boss stack up marker can easily be treated as 2nd tankbuster by having -only- the tank soaks all damage with 2-3 cooldowns and they'll be fine. This greatly conserves DPS' health bar when the situation calls for it.I was stuck for 45 minutes in Skydeep Cenote, going thru 3 healers on the last boss because they couldn't stay alive.
Party was a DRK, myself as a NIN, my friend on their BRD and a SCH/SGE/AST.
The SCH died at the start of the last boss 3 times in a row before they just left, probably from embarrassment.
The SGE just failed to heal at all during the stack mechanics. Complained about lack of mitigation, despite several times when Feint, Troubadour, etc being up. Never saw a Panhaima that's for damn sure so we just booted them after they became belligerent.
The AST got into the dungeon and D/c'd never to return.
My friend got fed up with it, left to requeue as his SCH and we got a replacement VPR and cleared it 1st try. He had to do leveling roulette again and I went healer to repay him but god, it was just an awful experience
Maybe he forgot to do sage job quests, its the only ability locked behind themI was stuck for 45 minutes in Skydeep Cenote, going thru 3 healers on the last boss because they couldn't stay alive.
Party was a DRK, myself as a NIN, my friend on their BRD and a SCH/SGE/AST.
The SCH died at the start of the last boss 3 times in a row before they just left, probably from embarrassment.
The SGE just failed to heal at all during the stack mechanics. Complained about lack of mitigation, despite several times when Feint, Troubadour, etc being up. Never saw a Panhaima that's for damn sure so we just booted them after they became belligerent.
The AST got into the dungeon and D/c'd never to return.
My friend got fed up with it, left to requeue as his SCH and we got a replacement VPR and cleared it 1st try. He had to do leveling roulette again and I went healer to repay him but god, it was just an awful experience
Or spamming EW alliances, since its now most efficient way to level. If better players are doing that then the quality of those doing roulettes will naturally be lower.
Last edited by Somnolence; 07-28-2024 at 05:23 PM.
The healer strike was never going to stop Healers from playing, but one very distinct possibility was always that majority of the good healers went to play other roles. And if that's happening, the overall quality of healers in the DF is probably not going to go up anytime soon unless SE actually decides to start fixing their game.
I wouldn't call that hard though. People who fail most often die from sources of instantaneous damage and there's nothing you can do to prevent it as healer.
So far I'm also very underwhelmed at how nothing can be Esuna'd in DT. The healer role quest has you use Esuna over and over (kinda reminding you that it's there at this point, considering how few debuffs there are), yet nothing uses it.
At this point the main things I want is a slightly more engaging DPS rotation and tankbusters that can't be 100% handled by a tank alone. TBs should hit a lot harder and apply un-mitigable damage over time effects. As a baseline, I still don't understand why tanks get to survive if they withstand one completely unmitigated. Current TBs could be handled by a DPS buffed by Nascent Flash and/or a healer shield, which I would also like to see as a new type of buster where the group has to work together to survive.
Alexandria's second boss has paralysis to Esuna. If people stand in the clearly telegraphed bad stuff.
So, any level 20 adventurer that has Esuna/Medica/Cure ready would suffice for them then? Such validation!
All I asked for are a couple lines in dialogues that reflect your type of healing (White Mage elemental, Scholar/Sage "math healing" and Astromancy for, obviously, Astro). And/or a single line at lvl 100 with something like "Such potent/unknown poisons can only be dealt with by a very skilled healer". Not that difficult to write, eh?
Right, for their lesson they picked the weakest form of debuffs: a wee DoT damage, that even in normal fights outside of role quests gets completely overlooked because overwhelming majority of DoTs barely deals any damage to be worthy of Esuna. At least give that poison some real kick (carefully glancing at Sartauvoir duel with Bio IV)
A single instance of dispeling movement impairing debuff would go a LOOONG way. But they decided to not included any, haha.
And that's the entire point. Our enitre agency as a healer could've been replaced with a handful of potions/antidotes.
If it was shown how deadly/incurable those toxins are, or that they are from different continent, so a normal antidote will not do - I would be completely satisfied.
Agreed... but at least Melee DPS ones were serious enough for them to put Breaking Boundaries music in it.... which is already a huge win for me.
I described healers quests, because they were closest to me, but, in reality, other roles were disrespected too.
Tanks: not a single instance of absorbing heavy damage, only one "intercept tether" mechanic with tickling damage.
Ranged: just like you said, no need to keep your distance. Do devs remember we have actions to inflict Heavy/Bind on the enemy, I wonder?
Casters: "Hmm yes, this rock is made out of rock"
I didn't mind the Role quests as a silly set of side quests not tied to any major plotpoint or anything... But yea, they didn't exactly make any role actually do their role specifically. And every one of them had you essentially just playing generic DPS.
If many people have troubles staying alive as specifially healers, then healer might need some improved survivability (health and/or mitigation). But it will more likely result in additional tank buffs.
When all other players die, it's only fair that the tanks have enough dps/heals/etc they still finish the fights solo. /s
I'll mostly agree but I think the tank quest hits the mark pretty well--at least in the narrative themes and mindset of the tank. There's good sense of partnership as well. I thought the melee one was entertaining, although I'm not sure what you can do to respect melee's special talents--they're fairly straightforward.All of the DT role quests were hilariously bad
It’s not even the team rocket villains (I actually found the healer villain hilarious, especially since we sent them blasting off at the end and we even saw the star, that’s like peak team rocket) it’s the fact that none of the quests respect the role you are supposed to be
The caster role quest was for casters because they wanted someone magically inclined to figure out what the artefact does, the PLD miqote chick ends up being the one to figure out what it does while we do nothing, the phys ranged one said something like needing someone to strike from a distance because the shield blowback effect- which never ever came into play anyway and you could fight him at melee ranged, the tank one the NPC you help is also a tank so you offer nothing unique, the melee one doesn’t even justify why they want a melee specifically other than the NPC being a ARC
Healer ironically justifies itself best but in the most superficial way as the only debuffs you are inflicted with you barely even need to bother cleansing and the damage in the fight is so low you are barely doing anything
These role quests feel like a “combined society of x role” when you hit level 30 in every job of the role, not the level 100 quests
Caster was a huge fucking disappointment, though--and I think the worst thing isn't even how pointless you the WoL even are...it's the fact that any self respecting magic lore nerd in FF14 is going to figure out what's going on--at a high level at least--almost immediately. If you're going to write a magic mystery, you seriously need to know the magic lore, aetheric concepts, not just what something is but what it isn't, either--and then you really want to play with those inconsistencies so someone that really knows what they're doing can eliminate possibilities over time, and everyone else gets floored by the big reveal but it makes sense in hindsight.
Sorry, little tangent. The Caster quest just broke my heart because I went in with such hopeful expectations.
The Ranged quest was dog water. Possibly the worst questline I've seen in FF14 period.
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