What kind of "official leak" refers to healers as scrubs? Yeah, I'm not buying this. And on a side note...
Don't F@€# with SCH, did you learn nothing from the SB launch?
What kind of "official leak" refers to healers as scrubs? Yeah, I'm not buying this. And on a side note...
Don't F@€# with SCH, did you learn nothing from the SB launch?
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
I know this is fake and all but....it'd be interesting to see an actual penalty for dying too many times. It'd make people more accountable for their mistakes, I can't be the only one who often sees DPS dying several times in a single fight because they -never- bother moving out of bad.
I hope all of that listed is true. I don't know much about Monk and this Riddle of Fire thing though.
Ehhh, some seem plausible. Some look like a solution in search of a problem. A few seem a bit too radical to be true. It's tempting to write-off leaks that have sweeping changes (or leaks in general) as fake, but after some the SB cycle leaks and more specific ones like the Hrothgar, I try to keep an open mind. What was officially mentioned thus far about job and role adjustments sounded like it could be pretty heavy, so I'm not ruling-out most of these.
- I have no real opinion on the alleged tank changes (don't play that role). I do think that the devs have the capacity of oversimplifying things, as many times they have shown to resort to lowering the skill floor (and ceiling) as a knee-jerk reaction. So I wouldn't put these supposed changes past them.
- This is the 2nd time I see "SCH losing Aetherflow" as an alleged leak. The 1st time I saw it, compounded with the other ridiculous job changes, I wrote it off as looking more fake than plausible. Now I'm not quite sure. Yoshida did say he thought SCH were a bit too powerful in a recent interview. This might be their framework for 'nerfing/adjusting' them.
- Materia-based changes, I can see happening. Attribute materia going away doesn't seem all that unbelievable.
- The universal healer DPS change seems the hardest to swallow for me. Not completely unbelievable, as WHM and AST basically spam Stone and Malefic after putting up/maintaining DoTs, but that level of streamlining is just boring. But again, the devs seem to default to streamlining in a lot of things.
- That so-called Raise adjustment is... Interesting. I can see this going in a lot of ways. Ideally, it seems like it is intended for players to take more responsibility in doing mechanics and avoiding AoEs. Realistically, this seems like a new outlet for potential griefing. I imagine healers are going to get even more flak from problematic players who die to ignoring mechanics/AoEs and expected to be god-mode healed through them and lose all of their "extra lives." Naturally, bad healers can also effectively oust good players (or even tanks) from a run if they don't keep-up with outgoing damage. I don't know how feasible people getting constantly raised upwards of 3 times in Savage/Ultimate raids are, but in 24-man raids and some EX trials, this seems like a concept to eliminate "healer carries." It actually almost comes off as spiteful...
These "leaks" believability is debatable as a whole, but I will say I do not put it past the devs to go forward with any of these changes, consequences and all. Been around long enough to see them do it frequently.
No Tank Stances is the biggest tip off for sure, but I could see it if cooldowns like Inner Release/Unchained opened up the use of some skills temporarily. It only affects WAR majorly. VIT affecting tank DPS is also fine if they make Direct Hit only affect DPS classes unless it's from a buff. If not they might as well meld Direct Hit on all Strength melds. Similarly removing overmelds kills the long term value of crafted raid gear without changing its short term value and makes crafting more accessible...provided they add ways to make up for the lack of overmelding elsewhere, like adding extra melds to HQ gear. They're healthy changes long term but feel stifling in the moment.
SCH seems like the more likely candidate for the rework to me tbh. Arcanist is a DPS by default. Only have to remove or rework Physick/Sustain and then you can move on. Scholar could easily see major changes if SE actually attempts to follow through on their healer rework. Instead of relying on Aetherflow, the Fey Gauge is charged by the fairies themselves and former aetherflow and pet abilities now all work off of it. The biggest red flag I see is what you've noted already.
WoW implemented a similar system in their raiding content, and it was to make the content more difficult to clear without learning the mechanics. Note the use of per fight though. Out of combat raises are fine. Raiding content is the only thing affected other than Absolute Virtue.
Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.
Quite mixed too.
The only "positive" thing for me would be SMN / SCH split because it would be quite the occasion to make them less clunky because too much based on ACN. I mean SMN could stay as it is, and SCH could be reworked to make it more "pet healer" and oGCD heals that would confume the fairy gauge. I don't know, but it could be interesting. (Yet I'd be sad to level them up separately now).
The rest seems weird. Especially the healer part. That "spam button between heals" makes no sense to me. Because "between the heals" is like 80% of uptime. I'm not saying keeping DoTs up was particularly interesting but that's just weird. Yet it could be just a side effect of a complete rework of how healing works in the gameplay.
So I'll be keen to say I don't believe it that much.
Will you still saying that when :
- you are killed a first time cleaved by the boss because the tank was not tanking it in the right direction ;
- a second time because other players did stay away from you despite the stack marker above your head ;
- a third time because the healer didn't heal you fast enough ?
There is in this game too much ways of being killed not because of your own fault, but because of the other members of your team. I can't see a harsh penalty happening with the new TOS saying that we should be nice to each others, instead of being even more salty and angry than with the rez sickness when someone else kill you.
It also affects DRK somewhat, given their Blood Weapon/Blood Price lockouts.
In addition to their Syphon Strike MP gain.
Then the fact that... They don't actually have a DPS stance, meaning removal of Tank stance means that they'd be always in DPS+Tank "Stance"?
Well... There's a lot of issues that can arise from this - Just like last time they made VIT affect Tank DPS.
VIT contributing to Tanks damage, is in of itself not horrible. The issue comes down to balancing it against other stats.
The fact that the greentext states "Only VIT affecting DPS output" suggests that STR, CRIT, DH, DET, SkS and TEN all being worthless stats.
If it meant that VIT is the only primary stat that affects DPS output... So all Fending gear is just going to be VIT + secondary stats... What's going to happen to itemization, given that all gear has VIT plus another primary stat? Will Tanks simply have one less stat on their gear? Will Tanks get an extra secondary stat on gear?
Ehh... SMN isn't really tied to anything from ARC.
Meaning that it would be much easier to simply turn ARC into a Healer and divorce SMN from it, as opposed to completely reworking SCH in its entirety.
All ARC needs to become a Healer is shift into Piety/Mind stats, healer Role Actions and an AoE heal at level 10. Change Carby's into pets that heal simulating Faries and it's done.
Then you just make SMN only have Egi's/Demi's and alter Ruin/Bio/Miasma and job gauge into something that actually makes any kind of sense for the job. (I.e. Make the job gauge focused around summoning not Trances. Maybe make their skills function sort of like mini-MCH Turrets where for example, their AoE skill is summoning an entity who then tosses out spells. A "DoT" where they summon another entity who continuously attacks a target etc)
I'm aware that WoW implemented raise caps. I also have previously mentioned I think that FFXIV should probably do something similar.
The issue is more with the way its suggested to be implemented. Basically hard capping people at 3 deaths each... Which seems awkward, since it means that you can get up to 16 raises per fight still (2 per player) which is still a silly amount, with it only really punishing that one person who happened to get oneshot by mechanics a couple of times.
To say nothing about how it also gimps Healer LB3, because we all know that we needed to tune down how useful Healer LB3 was![]()
Raise caps could, and probably should, only be a thing in Savage/Ultimate, and maaaaybe Extreme while it's relevant (doesn't have the Echo)
Basically have the weakness have a secondary role, in that if you die with it, you can't be reraised.
You could have it stack up in increments of 10% nerfs, and then after 2 or 3 stacks you can't be reraised maybe.
Given that if you've died that much, the entire raid will be better off if you just restart anyway, and it'll save everyone time by 'forcing a wipe' so to speak.
|
![]() |
![]() |
![]() |
|