Quote Originally Posted by Cyrocco View Post
This matters because raid healers only use damage utility and new healers don't know how to adapt to situations.

Astrologians who regularly matched a buff to the proper Job were likely in the minority.



From the highest tiered content to the lowest leve, once you're used to it, you don't need situational. This is how XIV works.



What a coincidence, Ewer, Spire, and Bole usage aren't the majority of cast cards, should I just ignore them?

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I'm not really going to entertain an argument on this point, because I haven't stated an opposing opinion, so I don't know who this is directed at.

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All things said and done, you prefer the old system, and I'd like to see what SE can do the the new one, and because I hope to see the cards changed from pure DPS buffs, to something other than cards that saw pitiful amounts of use.
keep in mind, those cards not being in use in savage was a specific case for those savage designs. As you said at some point, thier lack of use had more to do with encounter design, and who you were playing with. Since that meta changes with every balance patch and new content, it's kind of eh to alter a class on that basis.

the real reason they killed these abilities wasn't because balance was nice, they killed it because they wanted to remove most synergies, except from dancer. They don't want uniquebuffs and interactions other healers can't duplicate other than a simple dps buff. Increasing crit for example has the potential to make an astro/mnk/mnk party behave in a very unique way. Skill speed likewise has the potential to be crazy, depending what they do with other jobs.

i understand why they did it, but i think such synergies and unique job combos are more entertaining than thier loss is worth for players overall. Also i don't think pure healing as they currently design it is different enough to warrant 3-4 different jobs if they don't have more unique skills and more to do other than heal.