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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
    12,849
    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
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,042
    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)

  7. #7
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    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?
    Isn't it just sad we're at a point where you can consider to consolidate the primary gcd heals into their upgraded counterparts?

    Really highlights the problems with healer design this expansion, but to make the primary gcd heals more useful requires one of a few things;
    -more potency, the tank hp changes put in ShB severely hurt cure/benefic where it be better to let tank take more damage and use cure2/benefic2 to top them up over cure/benefic if need to single target gcd heal relegating them more to Dps mistakes which is infrequent to put it midly.
    -nerf ogcd heals across the board, they are too plentiful, they are too powerful, they are the primary reason gcd healing is at an all time low, yet I bet 1m gil that we get given even more for 6.0.
    -Content design to change to have far more frequent tankbusters or random single party member damage, this one just won't happen as would raise the skill floor something they have been doing the opposite for years.

    Unless the devs have actually taken healer feedback on board cure/benefic look to remain as niche as they are or worse going forward.
    (7)

  8. #8
    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)

  9. #9
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,164
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Iscah View Post
    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?
    This is how Solace and Rapture should work, rather than being two extra buttons.

    Secret of the Lily: While one or more lilies are in bloom, Cure II is upgraded to Afflatus Solace, reducing both its cast time and MP cost to 0.

    Secret of the Lily II: While one or more lilies are in bloom, Medica is upgraded to Afflatus Rapture, reducing both its cast time and MP cost to 0.

    We shouldn't have two buttons for each spell.


    Cure I and Benefic I though...as it is, their bonus procs aren't really worth it--we just skip over them for the more potent spell because that means fewer healing spells to cast. They could benefit from having more interesting traits. Maybe something like, "Cure has a xx% chance to make the next Cure II apply Stoneskin, shielding the target for yy" or "Benefic has a xx% to cause your next Benefic II to apply [some new arcanum with some sort of interesting effect]."
    (6)
    Last edited by Rongway; 04-28-2020 at 08:56 PM.
    Error 3102 Club, Order of the 52nd Hour

  10. #10
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Cure is 400 potency, 1.5s cast.
    Cure II is 700 potency, 2s cast.

    2 Cures is more healing and less MP cost than 1 Cure II.

    Design intent is likely that we Healers would use oGCDs for emergencies, Cure for patching up the Tank and Cure II when the Trait Procs to make it free and when we need bigger heals in fewer GCDs.

    Problem is ... Playerbase wants to DPS. MP Efficiency is absurdly good thanks to constant Lucid and free oGCDs and Job mechanics.
    So players end up spending as few GCDs on Healing as possible, disregarding the healing efficiency of Cure in order to spend more GCDs on DPS.

    ... Saying that gave me a rather stupid idea.
    What if .. Glare/Broil/Malefic were oGCD with a 1 second cooldown, similar to how MCH Gauss Round and Ricochet work for their rotation. Cure/Benefic/Physik become GCD fillers, with DPS weaved between.
    Cure and Benefic Traits for free upgraded Heals becomes a valuable proc.
    (1)

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