You are *so close* to self awareness.
You are *so close* to self awareness.
I'm even seeing more of these blank replies. They're probably going ballistic after being called out. Ah well... back to the topic on hand.
M5N to M8N had been a step up in my experience so far, although that could be a personal bias between people not geared up yet, people not knowing what to do, or combination of both (Basically the same thing happening all over again). But NGL this kinda makes me want to see what's cooking up in the savage floors.
"must've been the wind" XD
But yeah anyway
I won't be doing savage unfortunately. My sub will expire next week I think and I haven't geared up. Though my biggest issue is that I honestly don't really have motivation playing ff14 rn. But that's another topic entirely.
I'll just watch some prog videos if I'm curious.
Been doing a bit of savage, so far most of the mechanics have been "Oh, you're not on the correct square? You die now.", so whatever this 'new encounter design' is, it doesn't seem to include better healer engagement.
Go figure.
Well one thing I can say for certain is that the devs completely forgot about esuna. There is nothing in the new savage tier that warrants its use. They make it the subject of the dt role quests and yet its very much like repose from the shb ones. I just find it kinda funny cause quite a few people were advocating that it would play a bigger role. Yet as of now, it only has some use in jeuno second boss and chaotic alliance raid.
From the footage I've seen Tanks seem to get to kite stuff around sometimes and things are faster.
And adds in M6S/M7S mean Healers get to use a little bit of Holy/Gravity/Dyskrasia/Art of War instead? That's technically more??
Wonder how much healing there'd be left once everyone starts gearing up
edit: watched Lucrezia's clear. The long enrage sequence in M8S looks fun tbh
Last edited by Azurarok; 04-02-2025 at 01:52 PM.
Shame, I would've like it better if we get more debuffs (that can be cleansed by our kit). Maybe it could even create a more unique healer job that specializes in cleansing debuffs (and have weaker healing).Well one thing I can say for certain is that the devs completely forgot about esuna. There is nothing in the new savage tier that warrants its use. They make it the subject of the dt role quests and yet its very much like repose from the shb ones. I just find it kinda funny cause quite a few people were advocating that it would play a bigger role. Yet as of now, it only has some use in jeuno second boss and chaotic alliance raid.
The real problem is the overall game design of SE.
The focus of SE is on 120seconds meta, where everybody do there one trick shot! That concept cut out the fun for solo experience and it is needed to have it! They should simply go back to final fantasy 11 and the samurai concept, where solo limits where a thing and that could also be used as a tool to make a healer fun to play. And not only healer, they could make every job fun to play, when they would abolish the stupid concept of 120second meta design.
But how it would work. You design the class as a solo experience, that you can play that class solo and have fun. With healing, damage and everything else. Than you add options to that solo experience that matters in a group!
As a healer lets say a "white mage" you should get your "cleric stance" back, that every spell can be used as a damage tool and you cut about 50% of the spells that are also useless or only copy of other skills all ready exist. To make it easy, you have no active cleric stance, no you have a passive, if you cast on a friend you make healing, if on a monster you make damage. Than you add a resource that can be filled with damage and or healing and you have the choice what you do with that resource! A huge party wide healing, a shield, a direct damage? A LIMIT BREAK! A personal limit break where you must choose what to do. Do you want to resurrect your party instand? Go do it! But is it needed? Maybe you cast a huge 5% boss damage spell for it! The choice is yours, you are the one who must choose and thing what to do!
That is the deal SE should do, go on personal scale, the solo scale with all classes and the individual choice of everybody in a team matters! It is way more easy to make designs on such a level that are comparable with all others when you get rid of the stupid choice of timed group synergy. A group synergy should work out of individual designs and not that the design of individual classes must fit in the 120second meta. Give us fun back, to play a job, 90% of the time in this game we do not fight bosses! So why you design that way? We must have fun to fight every single fight!
Having done the first first and almost done with the 2nd, I wouldn't say ot changed too much. Not to mention, a faor amount stuff is just rehased from coil. T7 using the adds as a shielf against a gaze, m6s adds is kinda like t13 adds but just a bjt more involved with a sprinkle of the t5 dread knight.
That being said, its a step in the right direction but o ly a little step instead of a big leap.
The amount of healing required at certain points (M6S adds for example) is a nice surprise, but I have a sneaking suspicion that the amount of GCD pressure it's applying will harshly drop off as we get more gear
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