the argument was used simply because the vast majority lie about prog points, a great deal have a poor understanding of their class, and are also highly inconsistent as opposed to a static where in theory you should be roughly at least at the same prog point and also be fairly consistent on previous mechanics.But this brings up another glaring issue with the "go into PF to not be bored as a healer" argument.
Also re-clearing towards the end of the week adds additional misery if you are interested in being challenged.
I mean why the 10-button limitation? Simply because the vast majority of arguments were also about spell duplication that shares the same purpose and brings nothing extra.
Also, it's a challenge because I do strongly believe that classes can have depth, complexity and be unique without 24-30+ buttons to justify the carpel tunnel. I have also played plenty of games that did manage to provide just that. But, they had a lot more systems, beyond the usual hotbar and skills.
Also, your gameplay is extremely linear. The same old 1-2-3 buttons that FF14 used already but now condensed into 1 and not all that different from what we have. Where are the actual complexity and the actual customizability for the class?
" ..Aflatus Solace having 'Additional Effect: If used on someone who is KO" . So you essentially lose a heal+ lily to resurrect somebody. Hopefully, you are in downtime and you don't need to do much healing.
The mini split on responsibilities between classes and not having a very distinct line between pure and shield healers is simply to alleviate the stress during certain mechanics and also as a backup viable plan in case a big mechanic is coming and the shield healer is dead.
Having 0 mits, and 0 shields just because it's a "pure" healer is just overall bad if you put it into perspective. I am not saying you don't have shields cause you do.. AOE which is well.. I doubt it will even make a difference.. Maybe, if you could stack it with the shield healers the same Divine caress does currently but there is nothing specified that it does.
As for the lack of those spells in those expansions, it's ONLY because the fight was specifically engineered, designed and tuned to be completed with the available spells.
Imagine getting a Harrowing Hell (yes the savage counterpart not the normal) alike mechanic at some random level 50 content or even 60.
While the fights seem simplistic to some I can assure you that the fights are thought out and designed down to the spell, and team position in that specific moment.



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