Personally, I would enjoy it if Synastry also affected buffs, i.e. the party member affected with Synastry also receives any card buff cast on another member or yourself. Kinda like the AST version of Deployment Tactics. Would be one way to develop the card system and allow us to use Synastry in a more varied fashion.
I think Cleric Stance as a mechanic is a poor idea and should be removed. If we MUST keep this crappy healer DPS meta they should at least make it less punitive on those who are attempting it as new players. I know a few newbie healers in my FC who only put up non-CS dots because they're afraid everything will go to pot as soon as they push that button. Take that unnecessary fear away and just have healer spells scale off MND or something. It's a slight nerf from losing CS's 10% bonus, but I can't say that'll make or break much.
Last edited by loreleidiangelo; 07-29-2016 at 08:46 PM.
While Cleric Stance is a very unintuitive mechanic with all the stats swap, heal penalty and damage up shenanigans, it's also a very high-risk/high-reward concept that separate good players from the average Joe of FF XIV.I think Cleric Stance as a mechanic is a poor idea and should be removed. If we MUST keep this crappy healer DPS meta they should at least make it less punitive on those who are attempting it as new players. I know a few newbie healers in my FC who only put up non-CS dots because they're afraid everything will go to pot as soon as they push that button. Take that unnecessary fear away and just have healer spells scale off MND or something. It's a slight nerf from losing CS's 10% bonus, but I can't say that'll make or break much.
Intentionally segregating players of different skill levels isn't exactly a good thing. It's extremely unintuitive and feels like they made it that way to intentionally create a divide between players. Everyone knows what happens when players create an "optimal" way of doing things. They start looking down on new players or players who lack skill. Basically it feels like it's more difficult then necessary just for the sake of being difficult. It doesn't add anything(from what I've seen thus far) to the game in terms of advanced mechanics that would be more useful then simply having 1 blanket stat.
If having 2 stats allowed healers who heal more then they would if it was only 1 stat, then it'd be okie dokie. But that's not the case. It limits players while adding nothing in return. If they didn't want healers to DPS, sure then it'd be fine. But they do. So what's the point in having 2 stats for literally the same type of spells?
Last edited by Tsumes; 07-30-2016 at 08:16 AM.
The game already segregate players with all the Normal/Hard/Extreme/Savage content so people of all skills can enjoy the game. Also if you don't like DPSing as a healer you can always run things in solo healing, which is quite challenging.Intentionally segregating players of different skill levels isn't exactly a good thing. It's extremely unintuitive and feels like they made it that way to intentionally create a divide between players. Everyone knows what happens when players create an "optimal" way of doing things. They start looking down on new players or players who lack skill. Basically it feels like it's more difficult then necessary just for the sake of being difficult. It doesn't add anything(from what I've seen thus far) to the game in terms of advanced mechanics that would be more useful then simply having 1 blanket stat.
In most content, it is not what you are describing, it is an unnecessary button click that more often than not bugs out/doesn't register when you push it. If I misclick Cleric Stance in 90% of this game's content, we are still nowhere close to wiping - I am just needlessly annoyed.
To extrapolate further, the recast timer on CS is a paltry 5 seconds - about 2.5 globals given our current GCDs on abilities. Unless you are using it while the group is already at low HP and struggling, there are precious few things outside of one-shots that will bring a group from full HP to 0 in the span of 2.5 globals. The one content where that might happen, Savage raiding, is full of encounters so scripted that a program can bleep at you what is going to happen next, giving you tons of windows to toggle the button without issue, and if something DOES go awry while you have it up odds are it's because someone bungled a mechanic and it's probably going to lead to a wipe anyway.
I'm not saying I dislike it because I find it difficult to use, I'm saying I dislike it because it doesn't add anything to the game whatsoever at this juncture. I feel like it was ORIGINALLY intended to be a risk/reward ability for healers while out in the open world doing content, but due to this game's glacial GCD and ridiculously scripted encounter designs it doesn't add any element of depth or skill to the job; it just adds another button to my already-crowded hotbar. Removing it won't make healers these OP gods that will smash through all content solo on day 1 with ease...at best you'll be able to get 1 extra heal off that you wouldn't have before. Currently, you're able to finish out the timer just from applying your three healer dots, and pretty much EVERYONE has the space to do that in all this game's content...might as well just remove the unnecessary button press in-between.
To 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)
-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.
Last edited by loreleidiangelo; 07-30-2016 at 06:39 PM.
The only tweak I can think of at the moment would apply to all classes: it would be nice to have two targets - one friendly and one enemy. Kinda like setting a default friendly and default enemy, so when you click a friendly spell, it casts on your friendly target, etc.
Cleric Stance is probably one of the best things this game has brought to the table. It balances Healer DPS, with the ability to keep the party alive. It gives healers a chance to be useful towards DPS contributions, while not completely handing them both DPS and Group Survivability. If they every homogenized INT and Mind for healers, I would be pretty saddened. Cleric Stance is still a 10% DPS boost on top, so most good healers would still use it either way.
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