Why does it need a nerf? You've already got loads of people who insist on never using it anyway, because every GCD used for Clemency is one less GCD used for doing damage.
Why does it need a nerf? You've already got loads of people who insist on never using it anyway, because every GCD used for Clemency is one less GCD used for doing damage.
Your attempt to minimize it with snark and sarcasm really doesn't work here, and is still remarkably underinformed; that's literally a 50% difference in healing, give or take based on what the WAR does.Oh noes, I was off by a GCD! The horror! It's still nothing on Clemency. It has a cooldown, the requirement of a living body not your own, your ability to deal damage, and cannot be used on more than one person, per use. Clemency can be spammed, and the spam can be sustained by forgoing DPS, and doing Fast > Riot over and over again, resulting in a Clemency every 5 GCDs. Compare 1200 potency heal every 5th against 250/300 potency heal every 3. That is also not factoring in natural MP regen, nor the ability to use Super Ethers for more. PLD has the best self-sustain in the game.
One is an action designed specifically for healing, the other augments what you are already doing to provide healing to the party. WAR is producing gross levels of healing across a fight and is very likely to prevent a problem from happening. In realistic scenarios, when people are actually doing DPS, you'll get a lot more sustain from the job who can heal while still participating.
PLD has access to a lot of healing on demand. The burst healing they can do in a given moment indeed cannot be compared to anything the other tanks can do, and it can salvage a disastrous party, but let's not aggrandize its meaning by isolating it into a favourable context. It's disingenuous.
I main whm, haven't touched youtube to really learn anything. The class is brain dead and I practice "stress" pulls in potd/hoh (I know it's not the same but it's the closes I could get) to learn. I also just talk to raiders in game to learn as well.
It's fine as is, because there is a cost to using clemency which is that you lower your own dps.
Disagree since there is not really any valid reason TO nerf it. Paladins soloing old content and bad players spamming it until they are oom because they don't trust their healer are not even close to being good reasons to nerf the ability.In high end content, I feel Clemency is fine and doesn't need adjustments.
In 90% of the game's content however, I feel one skill is overwhelmingly powerful compare to the others - and that is Clemency.
In solo play the skill is powerful it can carry Paladin's through fights that they wouldn't be able to clear otherwise.
In PUGs, the powerful skill can be a very troublesome player trap causing some players to depend on the skill when it rarely is, if not at all necessary with active healers.
I feel balancing skills around solo / casual play is something that should generally be avoided, but I feel Clemency is so strong in those situations that it should warrant an exception.
What do you all think?
I suppose the issue is is that the jobs in a game that focuses more on cooperation than competition (where balance matters a bit more), as such most balance chances would be to fix QoL issues and ensure that certain jobs aren't pushed out of team comps for efficiency.
PLD AFAIK isn't pushing the other three tanks out of the running, despite it and WAR being the among the most suited jobs for Soloing content. Ergo any nerfs to its abilities seems premature
Clemency is good the way it is, one of PLD best skills.
I wish they would add the healing components back to inner beast for warrior and make it were we can use inner beast at higher lvls, I would gladfully take an extra button to push to have this back.
Strong disagree. I think all tanks should have some specific "sub role", with PLD being a great support tank (can shield main tank and assist in heals if needed among other things). I would even say give PLD a sort of Raise spell with long cooldown.
I would rather the other tanks (and really all jobs of the same niche) to have MORE variation in the sub things they can do. DRK should have more DoTs or (actually useful) debuffs. Maybe a vampiric healing sort of buff it can give. WAR should have more DPS options or perhaps more spike damage abilities.
Point being, all jobs should have that sweetish balance in their main purpose, but there should be more variation below that.
I'd rather it be an oGCD and the potency be pushed even higher.
♥ Baby, tell me, what's your motive? ♥
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