Will put you on ignore if you can't form a logical argument but argue nonetheless
I think I see why they increased the radius. The new raids have more different encounter map layouts from just a square or circular field, so they might be experimenting with different varied boss floor layouts (which is great). I can see why they increased the radius to ensure mechanics that require party members to be far away will have no issue on receiving the buff effect for that reason. Maybe Savage fights will have a different map layout?
On another note, I really like the new collective unconscious second wave. The sfx and animation is great with the increased radius, but it sometimes randomly cancels the channel skill when I use it so I don't get the celestial ring. It's not a big issue since I plan on mostly using the skill for the snapshot, but is a bit annoying sometimes if I do want to channel a bit longer for non-targetable phases. I think the second diffused snapshot effect of collective Unconscious makes it my favorite skill out of all the healers currently due to both the nicer visual/sfx and the extra layer of nuance from giving a more pronounced effect on the usage of keeping the channel active in a smaller radius as opposed to standing far away to receive the snapshot defense buff.
Or maybe I'm just sick of everyone not being within 8y when using Collective Unconscious, and this fixes that problem entirely lol.
Except, what of when the flow of the raid in and out around particular mechanics, precisely because of that limited range, (would otherwise have) made the fights more engaging anyways?I think I see why they increased the radius. The new raids have more different encounter map layouts from just a square or circular field, so they might be experimenting with different varied boss floor layouts (which is great). I can see why they increased the radius to ensure mechanics that require party members to be far away will have no issue on receiving the buff effect for that reason. Maybe Savage fights will have a different map layout?
(I guess I could see it for the more casual end or PuG side of things, but I actually like the ins and outs of combat beyond just what's provided by alternating donut and radial AoEs, and would prefer that raid timers become more regularly featured, honestly, than everything require even less thought/positioning/coordination.)
Last edited by Shurrikhan; 05-24-2023 at 10:01 AM.
It would be funny if they reverted those Range changes to their 7 yalm radius original sizes, only to give all the healers the same new shiny button in the form of an "Increase the range of your abilities by X amount for X seconds." ability.
As weird as it sounds I wouldn't hate that change, although I probably wouldn't just give every healer the exact same ability. Obviously it would depend on boss mechanics but it could add some decision making.
The thing is, I think I recall one of the devs on the liveletter previous to the release of Endwalker commenting on the fact that they had "no idea" what else to add to healers in response to the lukewarm reception to SCH's new capstone ability "Expedient" .
If there is no significant rework I can see them giving some cosmetic updates to our Nuke as per usual, increase the potency by 10 and then add said "Range extension" ability across all healers and that's it.
That would be a more useful role action than Repose, honestly. Wouldn't mind it probably
One man's fixed problem is another's further McDonaldization. I see it as another March further down the road to zero skill expression, dumbing jobs down to make Japanese party finder ever more consistent, etc. Buff range isn't a hill I'd die on, because I died several mountain ranges back. It's more evidence that Square continues the march forward on their horrible job design philosophy, and nothing we warn about here has any impact. Sylphies are the target audience.All the problems in the end are SE's own making. The thing is, these are problems that are happening at the hardest fights and can't be solved without massive reworks that are not realistically happening this late into the expansion, so I'd rather have a blunt solution that letting the problem fester and ignore it.
Let alone how out of all the things healers have lost over the years dying on the hill of range limitation is a weird one.
Do you think it will be 7.0 or 8.0 when SE decides to remove the cast time and costs from GCD Heals because that honestly feels like a possibility now.One man's fixed problem is another's further McDonaldization. I see it as another March further down the road to zero skill expression, dumbing jobs down to make Japanese party finder ever more consistent, etc. Buff range isn't a hill I'd die on, because I died several mountain ranges back. It's more evidence that Square continues the march forward on their horrible job design philosophy, and nothing we warn about here has any impact. Sylphies are the target audience.
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