They're not homogenizing shit, all classes still have their own unique flavor and play differently.
It's not like in WoW where all healers had a Flash Heal that did the exact same thing but just named differently. Don't worry about it, it's fine.

They're not homogenizing shit, all classes still have their own unique flavor and play differently.
It's not like in WoW where all healers had a Flash Heal that did the exact same thing but just named differently. Don't worry about it, it's fine.


This. People are complaining without even trying out. Warriors are High HP High self healing tanks with big damage, Paladins are the super mitigation wall who can take anything in the face without sweting and Dark Knights are a high magic defense tank with high MP management.
I Think SB will bring even more diversity with the job gauges. (With entirely new mechanics for DRK and PLD)
Wrong warriors no longer have blood bath or access to second wind or foresight thus trading three df cool downs for one without bloodbath I wouldn't call them self healers anymore. Especially from what it looks like the stance dancing on them will be alot more difficult as it seems u lose gauge and ur df cool df cool downs do give u more


What? I'm talking about current meta, no one knows how its gonna be on SB. But I bet Warriors will get more self heals to compensate that.Wrong warriors no longer have blood bath or access to second wind or foresight thus trading three df cool downs for one without bloodbath I wouldn't call them self healers anymore. Especially from what it looks like the stance dancing on them will be alot more difficult as it seems u lose gauge and ur df cool df cool downs do give u more


Foresight is a joke and has nothing to do with self healing. WAR might be losing Bloodbath but at the same time based off of the live letter it appears that they might be trying to nerf tank damage in general by switching our attack power to be based off of STR again but removing our ability to equip STR accessories while also lowering the % increase from berserk. Additionally, with higher gear comes a larger HP pool and a greater need for mobs to hit harder as a result. With both of those in mind, it seems to me that the returns from bloodbath were going to take such a drastic hit that bloodbath may not have been viable anymore. The loss of second wind is annoying but we maintain equilibrium, thrill of battle, storm's path and presumably Inner Beast (unless I missed that they are axing inner beast) all of which self heal. Granted equilibrium, storms path and inner beast may take a hit in potency due to the aforementioned VIT/STR swap for attack power but it's impossible to know what they will be adding (or altering) to our toolkit which has self healing involved.Wrong warriors no longer have blood bath or access to second wind or foresight thus trading three df cool downs for one without bloodbath I wouldn't call them self healers anymore. Especially from what it looks like the stance dancing on them will be alot more difficult as it seems u lose gauge and ur df cool df cool downs do give u more
Stance dancing will seemingly cost you a portion of your gauge but at the same time each stance skill doesn't require the gauge (stacks) to be full nor does it require you to use it all for each skill. It's just a different trade off and should make resource management a bit more compelling on WAR.

I will be losing about half my healing ability on summoner with the accessory changes. There will also be a loss of crit and my sch is still running a determination deficit.
I put all my attribute points into mind tonight. Not sure if summoner will even be allowed to use it , guess we'll find out in June.
-edit
I know you read that up there. No its not a troll post. I worked damn hard the past 7 months balancing accuracy, determination while attempting to stack speed and crit.
Trying to boost my smn while not crippling either.
I was supposed to be detoxing from eorzea. Now I'm trying to fix this hot mess before June 15.
Last edited by Merryl; 05-28-2017 at 02:58 AM.
All XIV healers have a 400 potency heal and a second stronger heal, all effectively 650 potency at 17% crit, iirc, excluding Noct Sect bonus. That's hardly different from two strong heals but at different cast rates (expense for bonus speed instead of bonus potency).
In WoW's case there are embedded mechanics that can still differentiate them, though, e.g. Illumination, Riptide, etc. While I'd rather not see the equivalent of Cure I/II on every future healer, there are ways to make distinct gameplay even out of an (overly) familiar ability spread.
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