Results 1 to 10 of 1821

Hybrid View

  1. #1
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Zeastria View Post
    Meaningless buttons are:
    -Exist only to create more buttons to press( but doesnt have further use or impact beyond that)
    -Botton that are very similar to one another... Why have 3 abilites that is roughly the same.. but with diff dmg/cd?
    -Situational based buttons: the type of skills you will forget you have, bc of how rare you use them..

    Differnt abilites is not itself bothersome..
    but it does become an issue when they become to many..
    and often time many skills = many of the same skill.
    Cure 2: 800 cure potency
    Afflatus Solace: 800 cure potency
    Tetragrammaton: 700 cure potency

    Medica: 400 cure potency AoE
    Afflatus Rapture: 400 cure potency AoE
    Assize: 400 cure potency

    Literally what you just described. Throw in Cure 1 and Cure 3 for good measure and that is 8 skills that are purely repetitive garbage.
    (12)
    Last edited by Silver-Strider; 04-13-2023 at 08:10 AM.

  2. #2
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Silver-Strider View Post
    <snip>
    Took the words right out of my mouth.

    Abilities such as Fey Blessing and Celestial Opposition are literal fluff and wouldn't be missed if they suddenly disappeared from our bars overnight. Other abilities such as Repose are close with very niche use in specific content and quest chains now.

    @Zeastria:

    Healer's kits are far too bloated with very samey samey abilities and cooldowns and the majority of it just isn't needed until you hit Savage. It'd be quite straight forward to cull the obnoxious fluff, merge a bunch of abilities into each other and adjust cooldowns to keep our overall throughput at the desired level.

    It'd be genuinely interesting to see if it's possible to satisfactorily heal the last few Extremes with our complete kit but Medica II and Regen as the only heals. I'm somewhat confident it'd be doable, ugly but possible.

    Regarding your initial point in the other thread. IMHO it's actually stepping up to and getting acclimatised with somewhat optimised play in Savage/Ultimate that ruins the healing experience elsewhere in the game. Once you start spreadsheeting cooldowns and coordinating with your co-healer to minimise wastage you really start realising just how little healing everything else actually requires and that's when the downhill slide begins.
    (7)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Sebazy View Post
    Took the words right out of my mouth.

    Abilities such as Fey Blessing and Celestial Opposition are literal fluff and wouldn't be missed if they suddenly disappeared from our bars overnight. Other abilities such as Repose are close with very niche use in specific content and quest chains now.

    @Zeastria:

    Healer's kits are far too bloated with very samey samey abilities and cooldowns and the majority of it just isn't needed until you hit Savage. It'd be quite straight forward to cull the obnoxious fluff, merge a bunch of abilities into each other and adjust cooldowns to keep our overall throughput at the desired level.

    It'd be genuinely interesting to see if it's possible to satisfactorily heal the last few Extremes with our complete kit but Medica II and Regen as the only heals. I'm somewhat confident it'd be doable, ugly but possible.

    Regarding your initial point in the other thread. IMHO it's actually stepping up to and getting acclimatised with somewhat optimised play in Savage/Ultimate that ruins the healing experience elsewhere in the game. Once you start spreadsheeting cooldowns and coordinating with your co-healer to minimise wastage you really start realising just how little healing everything else actually requires and that's when the downhill slide begins.
    I'd like to keep Celestial Opposition's animation though, but I also want to see it return to a more unique card related tool. Honestly, even with the current iteration of AST, you could very easily justify reverting it to its old effect, perhaps limiting its effects slightly to just your cards and Divination, maybe Astrodyne as well. It was such a nice concept.
    (0)