


Well this complaint hasn't plagued the other classes, so presumably if the rotation and boss fight is engaging enough, it shouldn't be too boring overall?This sounds like pretty boring gameplay to me.
-- snip --
Now that TP is gone, I suppose this kind of resource management is more of a healer-only concern. Personally, though, I like it. A little challenge -- and sometimes more, if you ask me -- goes a long way in keeping the game enganging.
And, piety requirements aren't very exciting to me. Meld and be done.


The only way removing an MP cost works here is removing it from the damage spells, but you'd probably couple this with weakening MP restoration since that's primarily what they're neutralizing for cost.




They'd need to fundamentally change healer kits to make this interesting. MP management goes hand-in-hand with making choices to keep your mana managed after all. What meaningful MP saving choices do current healers have outside of...uh...casting Cure/Benefic versus Cure 2/Benefic 2? Right now, if you made MP management a real thing (take WHM as an example), say you're facing an enemy. Your choice is cast Glare or don't. There isn't exactly a catalogue of spells to choose judiciously from based on their MP cost. Adding this as an element to healer gameplay as the kits stand now would only do one thing: lead to healers standing around doing nothing and effectively doing the /sit for MP thing that people did in MMOs past.
Oh ew no, I just realized that forcing healers to sit around and do nothing between healing spells sounds -exactly- like what the current design direction would just love healers to do. Please don't let this give them ideas.
MP only really has significance during prog tbh, currently and in the past. That hasn't changed. MP as a resources is a key element in games that push the healing meta. In those games overhealing tends to be beneficial so it becomes a game of trying to maximize your MP use (and finish dry right at the end of the fight). In a game like FF14 that is never going to happen though so it's really just an extra resource to manage when things go wrong. It's pretty discrete and I don't mind keeping it as is imo.




I felt like we need more MP management and not less. Healers need a single target DPS skill that really burns mp. WHM has so much sustain that an on demand Misery with high cost just makes sense. Something that would allow them to capitalize on the full bar of MP they never really need. With the changes coming up all healers are going to have great sustain it seems and it's going to make our choices even less important if MP stops being a consideration at all.




Lucid for SCH and WHM is a tool to use to recover MP in situations where it is greatly lost. WHM has tools to prevent this from even happening, and the best means to recover from a KO. SCH is not as good, but can recover mana quickly enough to only need Lucid in drawn out healing scenarios or KO recovery. AST straight up needs it, and it always has to be on CD. This can make it extremely difficult for them if they are KO'd, and will need more assistance than the other two healers getting back into action.
We know all that already, so where I am getting at is that MP management still exists, but I am not so sure that AST should be the rule when it comes to it. To truly get rid of Lucid, SCH and AST would need MP utility like or similar to WHM since they have the strongest kit to not only mitigate it, but also recover it. But then you take away a very strong advantage WHM currently has. However, I think the sun has long set on such matters having any kind of bearing on how things are currently. Given SE's history, I am actually worried that they will overtune AST MP recovery, and this thread will be more relevant than ever.




This might be more for some, but I feel like this would mainly just hurt prog and newer / lower ability healers.

I was thinking about this the other day, too. MP is really only a concern for Healers (mostly AST and, to a lesser extent, SCH) and a RDM who is forced to Verraise. As a SMN I never worry about MP unless I've died and have to pop Lucid, and then that's it. There's not a lot to it other than that. BLM has MP management baked into the core of their kit, and it makes me think maybe that's the healthy approach for resource management in the future? Casters in any game worry about mana, including every other FF game. It's just strange to me only one caster has mana management as a core component in its rotation.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote


