This.Again, though, I think the problem is people focusing too much on rDPS for Savage over literally every other type of content; the large majority of things to do in this game aren't meta-optimised Savage raids, and these problems of meta obsession to the exclusion of non-meta choices aren't a problem for the majority of players, because it never stops people running dungeon roulette, or treasure maps, or FATEs, or hunts, or 24-man raids, or Ex trials, or even the regular 8-man raids. I don't think everything should be balanced around something a minority of people play, especially not when it results in removing mechanics that give a job a strong sense of identity.
Most of the AST utility shines in semi-casual content where players can die multiple times during single fight and a well placed Uwer can save you from solohealing for the next couple minutes.
Allow me to preface this by saying I am NOT a healer, so this is coming from an outside perspective. If the goal of ShB when it refers to healers was to increase the healing requirements and allow a more balanced (heh) approach between time spent DPS and time spent healing, doesnt the new card system make sense? If you as a healer are forced to heal more often with your GCD then having a system in place to be able to continually contribute to rDPS passively make the most sense? It may not be quite as exciting but it is a HELL of a lot more consistent. Before was it not just either YAY I got a Balance OR well no Balance guess I'll use this instead??
Fun is subjective though, what you consider to be boring other players may see as a better playstyle. More than that, we dont know what the healing requirements will be like in anything other than a media build on a lvl 73 dungeon. Much less what Savage will be like and Ultimate after so my point is simply that, if you need to spend more time actively healing, is having a consistent easily accessible passive rDPS increase actually bad? Again these are outside perspectives but a large reason that Bard was so popular during SB and MCH wasn't was in part due to its performance in raiding and its perceived importance in the speed kill meta. So unfortunate as it may be, what matters to end game players does matter to casual players and non raiders as well.
From what we've seen in that 73 instance nothing has to and with savage clears so low do we expect it to really change? The new system is just unfun and uninteresting from my view as someone who did savage. Can't tell you how many times on my midcore savage team that my co healer died to something right after poping lucid and ewer saved them or a bole saving the tank from there own mistakes by not having a cd ready for something. Making choices like i just redrew into arrow and have only one draw before the tricks window do i spread are what made this class appealing in the first place because the actual healing in 14 sure isnt.
Can we all stop pretending that every savage player is the .01% where zero mistakes are ever made and the speed meta even matters.
Last edited by LashL; 06-01-2019 at 11:29 PM.

The meta honestly doesn't touch non-Savage content at all, in the slightest. I see tonnes of off-meta classes played in pretty much everything except Ex primals and, even then, nobody really cares much if your class is meta or not, as long as you clear it. On the rare occasions when I do see meta classes, very few of them show any awareness of what the "meta" thing to do is, nor do they execute it perfectly. About half of the few NIN players I see don't even use Trick Attack, let alone align it with any other debuff.
The very fact that WHM is still a popular class outside of Savage content shows how little the average player cares about following the meta.![]()
Last edited by Suishouhime; 06-01-2019 at 11:41 PM. Reason: missed a comma
It'd only be more fun for some because its much easier, and those who were intimidated by the class previously - will now not need to worry about making less effective decisions, at the cost of even the slightly more experienced Astro players. Also with this new system, the Astro's have less time to heal; there's THREE charges of redraw, and every card must be played, as well as positioning yourself, and possibly others for that lame AoE 6% damage buff, which is supposedly the pay off at the end.
How would you feel if they removed Dragoons jumps, and replaced the damage with a simple DoT attack, because i complained that my miss-timed jumps were killing me. DoTs would mean plenty more rDPS, but bye bye class fantasy.
You dont play a healer, soo.. what 'do' you play? Tank? or one of the dps's? If its a dps, then yes i can understand why at the basic 'lets not think to deeply into it' level, your happy for every single card being balance.
But what if your a bard? You know how Bloodletter gets to 'skip' its cooldown right? Its based off your Dots 'critting'. Your dots critting are based off your crit chance. How much 'more' damage are you going to do using Bloodletter 4 times vs only 2? How about Repertoire? Same thing, its based of your dot critting, which is based off Crit chane. Does Balance help that? No.. Spear does. A Balance cycled for the 150% boost effect to use on a Spear helps even more.
Its more 'consistent' because it 'cant' fail. it requires 'no' thinking. It requires 'no' card system at all. They can replace the entire thing with just 2 buttons. 1 being a insta-cased, 3-charge skill with a 10-15s cooldown that gives the new 'balance' buff, and a second skill thats on the 180s cooldown that gives the 'group' buff to everyone.It may not be quite as exciting but it is a HELL of a lot more consistent. Before was it not just either YAY I got a Balance OR well no Balance guess I'll use this instead??
The entire 'reason' for having cards is gone. The UI element may as well not exist, the 'cards' may as well not exist.
War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.
But what if your a bard? You know how Bloodletter gets to 'skip' its cooldown right? Its based off your Dots 'critting'. Your dots critting are based off your crit chance. How much 'more' damage are you going to do using Bloodletter 4 times vs only 2? How about Repertoire? Same thing, its based of your dot critting, which is based off Crit chane. Does Balance help that? No.. Spear does. A Balance cycled for the 150% boost effect to use on a Spear helps even more.
While I play BRD or MNK with a fellow AST, Spear will always feel way more empowering and much more noticeable than Balance would ever be, or playing Tank with a Bole and enemies doing no damage, they just didn't ruin fun for AST players, they also did it for all the other players who loved getting buffed by them, MNK just lost IR so Spear would have been their new substitution.
So I wanna be clear, I'm not insisting that Savage and speed kills are a 1:1 parallel to the game as a whole. What I meant is that the perception some classes get are heavily influenced by what is popular in Savage and above. Of course there will be non meta classes being played, savage clears and speed kills account for a very small portion of the community. However that small portion has a big say in how classes are developed and balanced, that is my point. A lot of the balance changes to classes come directly from their performance in savage as that is an easy number to track what classes are performing well and which ones arent. How they approach this information and make changes accordingly varies, from quick responses like with WAR, or slow changes like SAM/BLM OR worse off with a blind eye RIP MCH/WHM.
I'm not saying your concerns are invalid, merely that they are untested as we have no idea how the raiding community will tinker with the new playstyles.
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