Yeah they healed with a OGCD but dnc dps is horrible lol.... Using an actual healer and other DPS and letting the paladin DPS instead of heal would have been FAR FAR more efficient than that.
Imo it's a good direction for tanks to have more agency. Healers have traditionally held so much of the weight in a lot of the difficult content, it's good to put some of that power into the tank's themselves so they can worry about themselves. Now it's more obvious when tanks are good at using their mitigation and sustainability, something that most people haven't seemed to care about as the game has evolved over the years. If they're going to remove enmity management, stance dancing, and more complex rotation then they SHOULD make self-survivability, positioning, movement and DPS the point of skilled play.
Healers still have massive aoe heals, they still have the best oh shit buttons, they can raise, they have the best LB for recovery (go figure). Great healers were already mapping out their off GCDs to spent the minimal amount of healing they could get away with, at the top end this doesn't change much other than giving healers more resources to spend on the party rather than the tank. For the beginners, it gives them actual room to improve and stand out.
Dungeon play has always been a breeze anyway, it's not like nascent flash didn't already make me invincible during pulls. It was shorter duration yes, and you needed to dump resources to get the MAD HEALING but people forget the incoming damage was never high enough to justify the crazy healing regardless, so overpower and mythril tempest was often enough on its own to keep you going. Unless you count meme no healer expert roulette runs, in which case yeah you had to plan things out a bit better. Reworking Raw Intuition into the skill it is now fixes how mostly worthless it was before, and cements WAR's self-healing identity a LOT earlier than before.
Really DRK is the odd man out here, and I think most of us can agree it needs some extra tuning. Whether they went to push it in the direction of self-healing or double down on the "preventing the damage before it happens in the first place" style it is now, they should be given more agency and power budget. Not less.
Also UCOB has already been cleared in the past with no healers. This is nothing new. 99.9% of groups are still going to require healers.
Last edited by Praesul; 12-25-2021 at 09:10 PM. Reason: Ucob
...what? They've systematically REMOVED utility across the board and homogenized classes so that you can essentially do more and more content without having to care about what classes are in your party. Do you not remember when Bards actually were a support class?
So you're asking that this content is massively reworked (to be trivial in many cases), because you, personally have a terrible connection? That shouldn't happen.I am ok with this but they need to add an extra second to move for those. As it is now, I have too pre-move to meet some mechanics and if I guess wrong… harder fights sure, but more time in the telegraphs or have the server and client talk before killing me and less snapshotting. I don’t like being on the other side of the arena and still being considered as on the wrong side.
Adding a whole second to every mechanic wouod greatly reduce their difficulty. And if you let the client override the server on positioning, people will use that to engage in all sorts of exploits. MMOs are designed for a certain level of connectivity.
Oh how I miss the times were BRD LV3 was a Healer LB. It was glorious!
This just means that Fandiark really is a joke and the Zodiark powered from Elidibus is better.https://www.bilibili.com/video/BV1qL4y1J7Mh
(EX Trial 1)
Healers are no longer required in some of the supposedly hardest content in the game.
You realize people have done weird stuff like this since ARR right? Specially on fights where 90% of the damage is avoidable.https://www.bilibili.com/video/BV1qL4y1J7Mh
(EX Trial 1)
Healers are no longer required in some of the supposedly hardest content in the game.
Also ex trial 2 is more difficult and you are not seeing this done in that fight as less damage is avoidable.
OP and anyone that doesn't realize that most of this fights damage is avoidable obviously has not done the content.
Last edited by IdowhatIwant; 12-26-2021 at 02:25 PM.
Mechanics in these duties seem far more forgiving than they once were. I remember back in coils if you were hit with one divebomb, or didn't run in an exact formation it meant instant-death.
I've done ilvl-synced coils.
Players are a LOT more experienced now. There are still instakill mechanics (e.g. Zod wrong spot turntable or diagonal push), but they kill fewer people. If you go back to the old content it's...not very taxing.
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