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  1. #1
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80

    How to deal with Cure/Benefic 1?

    Alright, as it stands when you reach a certain point those skill become useless as Cure/Benefic II are superior in every way, yet they still remain because they're tied to traits that are just as useless due to needing the spells.

    Therefore I propose moving those traits to either DPS skills (Stone/Malefic) or have them be proced by the II skills they were meant to proc, and then having Cure and Benefic be subjected to the same treatment as Stone, Aero, Ruin, etc.

    Thoughts?

    (Physick isn't mentioned here because it's kinda more of a lateral move and has no direct upgrades)
    (3)

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Said it before much like other skills get upgraded via trait Cure/Physic/Benefic should be no different. Because at certain HP levels they become irrelevant.
    (7)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  3. #3
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    They still have some use (albeit limited) during prog, when mana runs low. It's a 20-30% mana save compared to their II counterparts. But alas, I don't think anyone would have complaints if it were changed to upgrade to cure II.
    (1)

  4. #4
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Imo, just delete and reduce the II mp cost.
    (3)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by KDSilver View Post
    Imo, just delete and reduce the II mp cost.
    Y'know, we don't really need Medica II or Helios either, right? Let's get rid of those, too.

    Just like we never needed Aero III, Miasma, etc., right?

    If there's any chance of making skills, or the niches into which they ought to fit, more useful and enjoyable rather than outright removing them, can we at least take the time to consider those possibilities before joining the devs on the 'just gut it all' bandwagon?
    (5)

  6. #6
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Y'know, we don't really need Medica II or Helios either, right? Let's get rid of those, too.
    You still use Medica II over Medica and Cure III if you're out of lily/Asylum/Assize/Plenary.
    It has far more uses than the first basic spell.
    As for Helios/Medica, they need a revamp, but need to stay, because you need an option to make a direct aoe heal if the regen has already been aplied and your in need of this direct heal.
    As to when it happen, consdering the amount of oGCD we have, it's real emergencies and you probably have spent the rest on a lot of mistake, so this can be considered very niche indeed.

    But the grade I&II spell basically do the same, one being completely forgotten because weak and then not as GCD efficient as the other.
    I don't see why theses weird comparison. Skill you mentioned don't serve the same purpose. I don't find that exagerrated at all when we analyze the current state of those skills.
    Besides, if we need room for new spell in the future, I would totally see them go away and it's wouldn't be bad.
    So I'm sorry but I disagree.
    (7)

  7. #7
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    Cant just remove them, still need them for low end content, plus they are good for fluff damage.

    Quote Originally Posted by Shurrikhan View Post
    Y'know, we don't really need Medica II or Helios either, right? Let's get rid of those, too.

    Just like we never needed Aero III, Miasma, etc., right?

    If there's any chance of making skills, or the niches into which they ought to fit, more useful and enjoyable rather than outright removing them, can we at least take the time to consider those possibilities before joining the devs on the 'just gut it all' bandwagon?
    Removing Aero 3 was not only bone headed, but chopped off a big source of WHM dps.
    (3)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rasikko View Post
    Removing Aero 3 was not only bone headed, but chopped off a big source of WHM dps.
    The thing is, though, as long as we're looking at design only in terms of reaching X HPS or DPS, all we need to do is adjust the remaining kit; we lose only gameplay, not output.
    Why have decisions when we can just increase Holy's potency floor to make up for the loss of Aero III?
    Why have decisions when we can just drop the tickle-heal of Medica II once we have Solace for our on-demand?
    Why have decisions we can just drop Freecure entirely and upgrade Cure directly into Cure II?

    Obviously, I think we should be instead increasing the amount of healing healers have to do, slightly further improving the 'quick-cast' function of the basic skills after their stronger counterparts arrive as to give space enough for a full oGCD weave, and improving on trait features such as Freecure, but the same logic that works for removing Cure/Physic/Benefic here really does follow the same logic that let the devs do away with Aero III and the like.
    (0)

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    The thing is, though, as long as we're looking at design only in terms of reaching X HPS or DPS, all we need to do is adjust the remaining kit; we lose only gameplay, not output.
    I wouldn't call DoTs gameplay unless there are meaningful interactions with them. Without that, they're just 'bigger potency' buttons you can't push all the time.

    I've missed Aero 3's animation more than I have the spell itself.
    (3)

  10. #10
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,079
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    I wonder if you could merge Cure with the lily charges through an upgrade or trait? Something like "will be instant cast if you have a lily, otherwise it has charge time and MP cost?
    (2)

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