Listen if you ever find yourself in a situation where you have to use drain let alone trying to justify it's meaning, take a moment to just think about how you even got there in the first place.
Listen if you ever find yourself in a situation where you have to use drain let alone trying to justify it's meaning, take a moment to just think about how you even got there in the first place.
I respect your position here, but I think I've already made my points and won't rehash them again except to clarify that my position isn't simply to cut things that might encourage bad gameplay. More specifically I think there is some onus on game developers to design in such a way that makes gameplay intuitive for the majority, and I think that the removal of Drain is simply a form of decluttering since the spell doesn't fill any necessary niche. Vercure, on the other hand, does fill a niche of sorts and also contributes to the RDM job identity, so I wouldn't suggest that it be removed even though I dislike the way many players use it.Then you missed the point about what I said. I wasn't simply mounting a defense for Vercure, I was noting that your philosophy of "keep things out of the game that less-experienced players won't understand and will misuse" is neither universal, helpful to the growth of the game, nor highlighting anything particularly harmful to the players themselves. Someone using Vercure in an attempt to heal allies when it's unnecessary for them to is little different than them fullcasting Veraero/thunder or using Scatter in single-target -- all things I have seen at low levels -- because it presents a fundamental misunderstanding of the job itself and its abilities.
It means they're a bad player. There's nothing you can do about them except educate them not to use those skills that way. It in itself doesn't amount to a defense against skills that require a little more understanding of when to use them, because at the end of the day that's literally what every rotation is built on.
And I have all but explicitly said such healing tools would be for emergencies anyway.
The reason I brought up "Afflatus Misery and such" is that there doesn't necessarily need to be any kind of monopoly on healing or damage -- if a healer can have one of the highest potency AoEs in the game, I don't see why BLM can't spare a slot for a quick self-heal.
Two things.
First, again, two of the caster DPS jobs already have healing skills, which is I believe to be a large part of why the devs found Drain unnecessary, so I don't see such a role action in our future.
Second, I've also seen proposals for a revival of the Necrogenesis action for THMs that is essentially Bloodbath for spells. The major problem I've had with it, which is much the same as your Second Wind proposal, is that we already have Manaward for a no-risk survival cooldown. The intent of adding a spammable heal aside is so you can have an option for the other 83% of the time you don't have access to it, or for when Manaward simply... fails.
Physick is a garbage spell for SMN and should have just been removed. I know very little about 5.0 SMN at this point, but in the past the job went through periods of being valued for both high DPS and high utility, so it's understandable why their Physick was never made to scale off their INT on top of everything else they brought to the table. Granted, like Vercure, a functional SMN Physick would be completely irrelevant in situations where everything was going right, but progression is still a thing, so I don't doubt that leaving Physick alone was a deliberate choice.
Last edited by Cynfael; 07-04-2019 at 01:03 AM.
Yeah, I was pretty bummed out when I saw that drain was removed; it really saved me in certain situations. What comes to mind is the level 60 BLM quest. I think I went through that quest with full augmented shire gear, but it was still extremely difficult. I wonder how new black mages will handle that quest, unless the difficulty was toned down or I'm just a bad solo BLM. I guess potions can always be used.
Last edited by Waterdesk; 07-04-2019 at 02:31 AM.
Drain was not mandatory. It was not beneficial. It was not useful. It was barely situational. And any engagement where Drain was situational could have been averted by either being a better player or surrounding yourself with better players.
Let's stop romanticizing the niche moments. Sure, if you managed to save a run with Drain in some .01% go/no go scenario, it may(gross exaggeration) have been highlight worthy, but to suggest it should remain in the game off that minute merit alone is silly.
People seriously used drain? In what scenario? I dont think I've ever even had it in my bars.
I used it once in the robot / math fight in Ridorana. Both healers died at the lasershow and I used Drain to heal myself up before the next raidbuster.
I remember this well, because the other BLM in the party shoutet that it's Drain time. And I thought good idea! But apparently I was the only one who used Drain, because everyone except me died at the raidbuster ^^
Drain was way to weak to justify the GCD. BLM has a strong shield, it should be enough self sustain.
Hon, we didn't used to have a regen buff in solo content. This made certain solo content, even job specific quests, extremely challenging on certain jobs. It's really not that different from the fact that while Titan-Egi was pretty much always shit, the removal of Titan-Egi as an actual tank pet had people legitimately worried about how one would do quite a few of the solo duties in both the summoner job quests and MSQ as Summoner.Conversely, if you ever find yourself in a situation (in solo content) that you need to use Drain, you're being a bad player.
As it was, it was a rubbish skill that either needed changing, or removing. Even a triplecast Drain yielded about 20% of your health back and you still had to cast it over 5-6 seconds and by that point, your healer should have you covered or in the case of solo content, the server healclick.
You're also ignoring the fact that more than half the general population of the game *are* in fact bad players (which is fine, they have a right to enjoy the game, too), and if there's any content that it's reasonable to give them an extra boost on, it's *solo* content that's intended for *everyone* to enjoy.
"Women are meant to be loved, not to be understood." ~Oscar Wilde
Ranged Physical already gets Second Wind. Ranged Magical are the only DPS that don't get Second Wind.
"Women are meant to be loved, not to be understood." ~Oscar Wilde
I would be okay with BLM have a decent Potency drain spell.
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