What difference does that make if the mob keeps applying the debuff? Good examples are the CC worm and the dragon in Brayflox.
I'd hope that you're not gonna just wait till everyone in the party has the debuff ticking to remove it.
Last edited by Ashkendor; 12-04-2015 at 08:07 AM.
Huh? How do you get to that from what I posted?
Because you said that the fact that it's an AoE offsets the cooldown, but the only time that it being an AoE would really factor in would be if more than one person had the debuff. If you only need to cleanse one player and you use it, then the mob debuffs a second player, it leaves you healing through DoTs on them (and possibly a third depending on how often the mob uses the debuff).
That's a much better way of putting it, and I understood that already, I was only suggesting that the longer cooldown wss probably there to offset the AoE nature if the effect. I wasn' sugestting that you'd use it as a direct replacement for leeches, since it hits multiple players, you'll only use it when mutliple people have the same debuff(s).Because you said that the fact that it's an AoE offsets the cooldown, but the only time that it being an AoE would really factor in would be if more than one person had the debuff. If you only need to cleanse one player and you use it, then the mob debuffs a second player, it leaves you healing through DoTs on them (and possibly a third depending on how often the mob uses the debuff).
Sorry, I may not have been clear, and wasn't looking to argue with you at all. I'm kinda embarassed myself for neglecting to use Selene so often, but I have slowly learned to do better.
I don't know about you guys, but I LOVE in leveling roulette when I have to reset my bars as a healer to make sure that my basic attack spell is actually available. Nothing like taking 5 seconds to swap my suddenly useless stone 3 skill to stone 1 for a single dungeon, or making sure that my Malefic 2 spell isn't keybound as my basic attack since that spell is only available in 4 out of 17 leveling dungeons. How about those random fates you stop to help with, only to realize your keys aren't bound for that level, and you have to fiddle with your ability page to find the appropriate attack?
Oh, and who doesn't love having a warrior TP starved in level 15-27 dungeons because you no longer have access to invigorate (marauder only) yet you also don't have access to the 3-hit combo (level 30 and up) that was designed to conserve your TP?
My favorite? Only having access to one cross class skill in Satasha and Tam-tara as a level 30+ job, while you had access to multiple cross class skills when you were there the first time. I had the most lovely satasha run today with 3 newbies who wouldn't tank or deal damage properly, so I was doing all 3 roles as an astro with only cleric stance. I certainly couldn't have used the protect and swiftcast skills at all.
^ Are you using a controller? Cause I have no problems fitting every spell on my bar as a WHM or AST with the KB/M setup. It's easy to bind everything to an MMO mouse but even without one you can just drag and drop the correct damage spell and heal in a keybound slot in less than 5 seconds as long as you have them all somewhere on the action bar. Not a big issue.
I think people are forgetting the reason behind having leveling roulette in the first place: helping noobs to get story dungeons done. Why can't we queue as a premade? Because then there's a chance that people queuing for specific have to wait longer to be matched with the right roles. Why do our gear and level get synched? So we don't have an unfair advantage over someone who meets the minimum requirements. Why do our abilities get locked? Otherwise we would have access to more utility than low level players and power scaling would be a nightmare to balance.
Things like Medica II, tank stances, Holy, Foe Requiem, Huton, Deathflare and Clemency would be ridiculously overpowered because such abilities are not available to people at low levels. Let's have an example, Deathflare. At level 15, the biggest aoe available to a damage dealer is 50 potency/target. Deathflare is 400. In order to keep things balanced with new players and to not change the level 60 rotation, all spell potencies must be 8 times lower for a max level SMN. Imagine tickling mobs with a 10 potency Ruin or a (total of) 30 potency Bio whilst trying to build up Aetherflow. Not fun. Tank stance could be balanced by increasing damage taken for level synched players, in which case they either have to stay in tank stance and have weaker attacks or stay out of tank stance and take way more damage than a leveling tank. And spells like Medica II can't be balanced at all because aoe heals do not exist at low levels.
As you can see, it's impossible to balance high level and low level abilities without changing how they work (and changing how they work would make this whole request pointless). Leaving the abilities as they are without scaling is not a decent option either because it ruins dungeons for new players and those who enjoy the gradual leveling process on alts. Believe it or not but low level dungeons are not there just to feed veterans easy exp and tomes. They are there to teach people the basics and having the dungeon steamrolled by high level players wouldn't help with that at all. You think players are bad now, trust me they could be a lot worse.
Last edited by Reinha; 12-04-2015 at 10:37 PM.
Unless you insist on trying to force your skills to fit on one hotbar, it's absolutely not an issue on controller, either. Deleting low level spells is just silly, put them on the expanded controls if you want them out the way but accessible.^ Are you using a controller? Cause I have no problems fitting every spell on my bar as a WHM or AST with the KB/M setup. It's easy to bind everything to an MMO mouse but even without one you can just drag and drop the correct damage spell and heal in a keybound slot in less than 5 seconds as long as you have them all somewhere on the action bar. Not a big issue.
Even on a pad I've never had any trouble. I just made a clone of my main healing bar on the third hotbar with the weaker abilities which I toggle to when I'm doing a low level FATE or something. It would be a nice QoL fix if they could have spells automatically use a lower rank if you are synced and don't have the higher one available yet but I don't think this minor inconvenience justifies completely reworking the way syncing works and the enormous amount of balancing that would entail. I'd rather they added more high level content and made levelling up more fun than just slapped a band-aid on levelling roulette and encouraged even more people to level to 60 by running Toto-Rak 500 times in a row.
They need a dislike button. Because this idea is dumb.
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