



But for casters removing their casts and giving them instants as compensation is basically the same thing as forcing melee out for extended periods of timeI did say tries to contradict, I don't think anyone wants to prevent casters or melee from being able to play their jobs. Forcing melees away from an enemy out of max melee range for any period of time -- even just one GCD, is a contradiction of their playstyle. But forcing melees away from an enemy for such extended periods of time to where there are unable to functionally play their job is just as bad as giving melees completely free uptime like in Endwalker. It's a balance, and I think Dawntrail fights have struck a better balance for melees. Same thing for casters, and having to move, and its why casters are given instant spells, why slide casting exists, and why there are 'holes' in mechanics that casters can exploit to minimize movement.
It's just, like, how games are designed. We want a push, and pull between players, and the game, and not for things to be one-sided in either direction. Even the most 'brutally difficult' games try to maintain this balance unless they're trying to make some kind of artistic statement which I don't think XIV is.
I’m playing a caster because I want to cast
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Is it really though? A spell with cast time of 0 seconds is still is still a spell, right-? Cast times can go in either direction except for negative numbers, but zero is a valid number. I don't think instant spells or abilities to remove cast times are going away or should be removed. Saying casters should only cast only constricts fight design, and mage design even further, and is just a very Sylphie mindset to have about mages.




The last thing I want to see is turning mages into sparkly archer when we have traditional archer. Blizzard spells are... Ice Arrows. Fire spells are... Fire Arrows. Bio spells are... Poison Arrows.Is it really though? A spell with cast time of 0 seconds is still is still a spell, right-? Cast times can go in either direction except for negative numbers, but zero is a valid number. I don't think instant spells or abilities to remove cast times are going away or should be removed. Saying casters should only cast only constricts fight design, and mage design even further, and is just a very Sylphie mindset to have about mages.
That's not a mage/caster. That's a skin (VFX) on an archer lol.
EDIT: That's how we ended up with 3-4cast/minute SMN Lmao.
Last edited by Rein_eon_Osborne; 11-18-2024 at 07:58 PM.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
Funny you mention archer because I've been begging for a while now to give BRD, and MCH walking casts like they do in PVP. They feel like a good aiming mechanic, and I don't think having all instant ranged GCDs works for physical ranged.The last thing I want to see is turning mages into sparkly archer when we have traditional archer. Blizzard spells are... Ice Arrows. Fire spells are... Fire Arrows. Bio spells are... Poison Arrows.
That's not a mage/caster. That's a skin (VFX) on an archer lol.
But this is a healer thread so uhh healers are still kinda bad, please fix.



In a game that almost never cares about damage types, an offensive spell with no cast time is functionally the same as a ranged weaponskill.
A non-zero cast time is just about the only readily-available avenue left to meaningfully differentiate "mage" and "spell" from all the weapon-wielding jobs and actions.
(Unless you think buffs that make a distinction between healing spells and healing actions to be meaningful and not clunk.)


The distinction between 'zero-cast-time spell' and 'ranged weaponskill' effectively boils down to 'does it break through the Physical Stoneskin or the Magical Stoneskin of Cloud of Darkness in WOD' ever since they removed things like 'Brotherhood affects Physical damage only' or 'Contagion affects Magical damage only', or my personal favourite, 'Embolden affects Physical damage only, except for the RDM who used it, in which case it affects their Magic damage only (even though they have Physical damage actions in their kit)'In a game that almost never cares about damage types, an offensive spell with no cast time is functionally the same as a ranged weaponskill.
A non-zero cast time is just about the only readily-available avenue left to meaningfully differentiate "mage" and "spell" from all the weapon-wielding jobs and actions.
(Unless you think buffs that make a distinction between healing spells and healing actions to be meaningful and not clunk.)
The difference between an action that buffs 'healing magic' and one that buffs 'healing actions' is an annoying quirk of how the tooltips are worded, but I wouldn't call it clunk per se, I think it's fine to keep but it could definitely do with a better tutorial/explanation about the difference between 'healing magic' and 'healing actions'
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