

You mean instead of juggling two dots I have to juggle one now??!!! Oh the horror, it's almost as if I rolled a healer and knew that my dps kit would be simpler due to the fact I'm a healer!Think about having only essentially 2 buttons for damage from level 1 to level 80 because that's healers come ShB, two attacks. That's it. 1 dot and 1 filler spell until dead. I can't think of any sane person who thinks that's enjoyable.
Healers have to be able to level via the MSQ reasonably somehow. These changes make an already boring MSQ even worse.

There are several games where healers have interesting kits that don't dumb down the job itself.... all these changes do is dumb down the jobs we played without truly adding anything of substance... this game also requires you to damage if your going through MSQ as the role (which is going to be role locked this time around... which if Im understanding it correctly you have to choose a job to do the Shadowbringer MSQ as and continue it as that. Given how instances play, well let's just say things are sillier by gutting the job the way they did.
Oh and for the record most games that require healers to almost exclusively heal to not handle damage the way this game has... and for anyone thinking there truly going to adjust that for Shadowbringers... you might see a small (and I do mean small) adjustment to damage.. but this game has been built to attract casuals so why anyone thinks there going to make the game "harder" for one role is beyond my ability to think.
Fluid Aura has indeed been given a range on it.
Removal of some of the role action skills hurt WHM because a lot of them where WHM's to begin with.
All the healers had their DPS rotation nerfed going into Stormblood with the change to the cross class skills and the change to the way we got new skills.


My understanding is that you give healers a basic dps kit so they can drop it at any given time to heal people. But I'm gonna be honest, I'm not interested in arguing anything related to the word casual. Not every game is going to cater to every one.There are several games where healers have interesting kits that don't dumb down the job itself.... all these changes do is dumb down the jobs we played without truly adding anything of substance... this game also requires you to damage if your going through MSQ as the role (which is going to be role locked this time around... which if Im understanding it correctly you have to choose a job to do the Shadowbringer MSQ as and continue it as that. Given how instances play, well let's just say things are sillier by gutting the job the way they did.
Oh and for the record most games that require healers to almost exclusively heal to not handle damage the way this game has... and for anyone thinking there truly going to adjust that for Shadowbringers... you might see a small (and I do mean small) adjustment to damage.. but this game has been built to attract casuals so why anyone thinks there going to make the game "harder" for one role is beyond my ability to think.
Real talk, I would not mind losing Medica 1, we would still have 3 GCD AoE heals left over.
4 AoE GCD heals is just way too much.
Yeah but then WHM would have nothing to heal AoE damage at lower levels. It has a purpose. A wise man would simply change the spell with a trait at higher levels. But there are no wise men adjusting healers, so losing it only to gain it again at level 86 or whenever the heck would serve no purpose other than to kick a job that's already down. All of this evidenced in the return of Divine Seal at level eighty. Eighty (80)!


Incredibly weak maintenance buff? Gone
Crowd control no ones used since A3 back in heavensward? Gone
Healing Potency buff? Still here just prettier. Now also mitigates damage.
How dare you say Divine Seal is still there?
I dont want to reach level 80 and be rewarded with a skill I already had in ARR!
Its just straight insulting.
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