Regardless of the difficulty. If a built in mechanic is able to replace a human player. It might be an issue. By replace I mean be able to clear the dungeon, regardless of speed. It may be an easy mode tactic for post-60 players. But it's still a bit overboard.Maybe it replaces the healer's job because... The act of healing a 4 man dungeon is crazy easy, yet we still have healers spamming cure every gcd. Also, any tank can solo Calcabrina in antitower. That's pretty independent for level 60 content. If you're being autonomous on an sch, you're a bad sch, no better than a black mage that spams blizzard or a whm that spams cure. (Not saying you do this, but if a player did. )
Also, below 50, she has a 300 potency heal. Once you hit 60 it is only 200 potency (Whispering Dawn was also affected.) It was a nerf when hw came out, since sch gained better aoe healing. So she's already been nerfed 33% of her healing potency.
In any dungeon, a tank can solo survive AND KILL anything at any given point that would require a healer, all by themselves at their own pace. So that point isn't exactly valid, unless you're saying tanks are in themselves a broken "mechanic."
It was more or less a direct potency nerf to 66% of the original value. He said that the fairy would catch up as our ilevel increased, but obviously he just meant it would heal more (which means nothing, because everyone's vit would directly go up with it.)
If someone wants to play SCH and be bad at it, then they can go ahead and auto follow someone. If that doesn't get you kicked, then you have a really enabling party, who like slow gimped pulls. A casual dungeon run means nothing, when the content was designed for 20-60 ilevels below with a tank who is equally as out-geared as you are.
Last edited by Rawrz; 07-31-2016 at 05:34 AM.
No, he wouldn't. Because he'd run out of time, long before he got to the last boss.
Depends on the dungeon. Regardless, he still wouldn't finish the instance. Which is the entire point.
You can't flip a rule to make your argument valid.
FFXIV is way more then just 8 man savage raids... The fact that everyone seems to think it is, is cringe worthy to say the least. As if the point to your journey throughout the entire game is to do savage raids endlessly as fast as possible.
Ok so how is it that Eos or Selene could finish the dungeon? If we are looking at equal playing ground, Eos and Selene represent survivability. You are the one who said we could take all the time in the world to finish, "regardless of speed." You take 2 DPS with you and AFK follow on your SCH, which you seem to think is a real thing at sixty, more so than the whm who is watching netflix spamming cure, along with that tank. Assuming you nor your pet get cleaved and die, Dungeon gets cleared. This time, the healer afks at the start of the dungeon. They still clear, because tanks survive, especially "regardless of speed." So what does Eos or Selene bring to the encounter? They let the tanks pull a little more, which helps them clear faster, but this is all "regardless of speed" remember, so she doesn't really bring a true benefit if the tank could have survived all along. Man tanks are broken.
If you balance a game on the lowest level content, you can't have high achieving content. Gear alone shouldn't carry you through everything, like it does in Expert Roulette.
Just saw this e.eTo summarize, HERE is how Cleric Stance would actually be high-risk/high-reward:
-it cancels all HoTs on everyone in your party
-it Dissipates the fairy
-it lasts for 10 seconds and is also on the GCD (meaning you can't just click it off and Lustrate/Tetra/Dignity before activating it again within the same GCD) All these skills are Off the GCD, so it wouldnt affect them still
-maybe remove Stoneskin and Adlo too, though that's probably overkill haha
As long as you can basically stack HoTs and have the fairy unaffected by it, there is not any real "risk" at all to Cleric Stance.
How about instead, we create a punishment mechanic, you know to keep healers on track. DPSing wasn't a good enough way to keep you busy, so well add healer only mechanics:
-Whenever you overheal by more than 50% of someone's health, you lose 20% of your max mana. (careful with those cure III's!)
-Whenever you stand idle for more than 5 seconds, you gain a stacking healing down debuff. I'm sure some mechanics would exploit this.
-Using the same healing skill twice in a row, even on separate targets reduces its potency by 50%.
-Reduce the duration of all HoTs to 9 seconds and Shields to within 5 seconds, to keep the healers even more active.
-Raise or Resurrection cannot be used with swiftcast. Healers should feel this punishment. Keeping people alive is their only job at this point. If the DPS died to a mechanic, you need to decide if they are worth raising.
Both of our lists will not make it into the game and thats a relief to me.
Last edited by Rawrz; 07-31-2016 at 09:46 AM.
True. I can agree with that.
Agreed. It's pretty safe to say Cleric Stances does nothing to improve gameplay. It only does the exact opposite.
Personally, If I didn't have to smash a button every GCD in order to deal damage. I would DPS until the cows came home. But that's not the case. lol. So I'll likely keep doing what I'm doing. Not much doubt in my mind that other players are doing the same thing. Cleric stance is a needless hurdle.
I would love to hear a developer's thoughts on this. I'm curious as to why they did it this way in the first place. It must've been a good idea initially, otherwise it wouldn't be in place. No other job class has flip between stats in order to be useful.
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