I still hate that they did this. After losing timer management, the change in gameplay flow at least gave something to pay attention to, but then they changed it back into EW MNK without the timers because some people whined that they had to look at their hotbars.
why not make all jobs also mitigate and generate aggro? that way we only have dps.. should be easy for SE to balance just one groupSince they have to balance DPS, healing should just be a function of that.
Make all damage skills passively heal the group. Give tanks taunt and mitigation... and give all mages and melee rezz. You can limit rezzes per battle if you want.
This game is about team jump rope and dps.... this way, as long as you don't hit the mechanics, passive healing will keep you up just fine, even if you miss one or two.
The devs want total control, and healing is suffering. Just ditch it, make it a derivative of something they are much better at balancing and call it a day. The current healing mages can become dps mages with distinct magic identities.
#FFXIVHEALERSTRIKE
Neither is just damage and team jump rope.... kind of the point. That bland system is killing any kind of fun or diversity in jobs. It all comes down to those two things.
That is the encounter design.
SE is determined it seems to remove all challenge and responsibility for your role from the game. as long as that continues they will carry on crushing any life from FFXIV. and seemingly gleefully to boot
#FFXIVHEALERSTRIKE
I hope that there 8.0 Class update is large and not half assed.
It really would have if the Devs would communicate more on that topic.
sorry for dissapointing you but i dont think so. If they would want it to change they would have done it instead of going with this for years
Honestly, same.
Until they actually do it, everything seems like a damage control effort-speech.
I mean they openly admitted they went to far with the simplification but cant dial back multiple expansions worth of changed in a patch. But i agree with Rein there.
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