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  1. #11
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Yeah, for some reason the devs think that a 450 potency Heal with 400mp cost is omni important to our toolkit because they think Cure I and Cure II do different things when in reality they do the same thing, one is just really bad at it. I really wanna see any of them play a Healer.
    (5)

  2. #12
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,984
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by RinaShinomiya View Post
    There is no point to it. WHM and AST often just remove cure 1 and Benefic 1 off their hotbars entirely because it's a button you'll never need. Some people suggested SE fused esuna with Cure 1, Benefic 1, Physick and Diagnosis and i like that idea a lot.
    Sometimes I wonder what will become of the regular Esuna button if this actually gets implemented. Do we get to keep the button up till 30 or just straight up delete & merge the effect from when we learn Esuna naturally…?

    I’d kill to finally see some purpose with the little healy button though. Heck, prolly add +200 bonus potency healed too if there’s something cleansed upon usage, as a tiny reward. Make the button worthy to use. (Like how pvp Purify enhance cure potency when there’s a cleanseable)
    (0)

  3. #13
    Player
    Theox's Avatar
    Join Date
    Dec 2021
    Posts
    221
    Character
    Theodore Xeon
    World
    Spriggan
    Main Class
    Astrologian Lv 90
    If we're being honest there's really no use of benefic II in high end content as well. If you need to heal one target specifically (a tank usually) you better off using essentiall dignity as it's instant cast and is quite powerful as a healing tool, and for dps you have aspected benefic which is also better than hard casting benefic II. Then you have your raid-wides, which you heal off with aoe spells, so there's that. The only situation I use benefic II is when I have a newbie tank who's not using their mitigation tools or uses them incorrectly and that only happens in your regular dungeon which is not that serious.
    (0)

  4. #14
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I mean technically there isn’t any point for any healing spell in this game. Kinda makes you wonder why they even exist, what the developers were thinking, why they’re still trying to push a role system in a game where role has extremely little influence on how you play your job (you max dps that’s pretty much it lol).

    But seems like they’re perfectly happy with healers being overladen with ultra-powerful healing spells and abilities…in a game where every tank already has powerful healing abilities…

    Trying to understand the developers intentions behind healers is recipe for headache lol. The whole thing is just a tangle of contradictions.

    I still genuinely believe they just make up healer abilities by like writing down ‘cool-sounding’ concepts for them on a piece of paper instead of actually considering how the healers abilities should reflect the design of encounters. Then when it comes to release time, they’re like ‘wait coolness is unbalanced’ so they simplify the skill as much as possible, then finally add it into the game lol.
    (2)

  5. #15
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    824
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Connor View Post
    I mean technically there isn’t any point for any healing spell in this game. Kinda makes you wonder why they even exist, what the developers were thinking, why they’re still trying to push a role system in a game where role has extremely little influence on how you play your job (you max dps that’s pretty much it lol).
    Technically there isn't any point to have any spells or abilities at all. Auto attack does damage, they could just balance the fights around that...
    (1)


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  6. #16
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by RinaShinomiya View Post
    There is no point to it. WHM and AST often just remove cure 1 and Benefic 1 off their hotbars entirely because it's a button you'll never need. Some people suggested SE fused esuna with Cure 1, Benefic 1, Physick and Diagnosis and i like that idea a lot.
    That would be the best thing they could do, I admit. Or make it so those heals get an upgrade to them that adds something beneficial. Cure/Benefic 1 getting weak shields, and Physick/Diagnosis getting weak HoTs. To where they are useful to a certain extent, but you can't rely on them (as usual).
    (1)

  7. #17
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by -BlueGreen- View Post
    Want to delete Diagnosis from your hotbar? Too bad, you need to combo it with Eukrasia in order to access E.Diagnosis.
    But it is at least the same button, so it's not taking up any additional hotbar space. Even if you just made Diagnosis E.Diagnosis by default, you have the same number of skills.

    Sage's case is actually the best way to deal with these low level heals, it's contextual and a completely free choice, without taking up unnecessary hotbar space. Which is the strength of Eukrasia.


    Benefic should have a trait where it upgrades to Benefic II, but downgrades back to Benefic when you don't have enough MP for Benefic II.


    Then WHM should have it's Freecure system reversed. Casing Cure II would have a chance at making Cure heal for the same potency as Cure II, thereby saving MP.
    WHM can afford the button bloat and would actually make GCD healing with WHM marginally more interesting.
    (3)

  8. #18
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,059
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by NegativeS View Post
    Man, I wish I could rename this thread to "What's the point of basic healing spells anymore?" I didn't realize the issue was across every healer.
    I'd argue it's actually even worse on AST and WHM. Sure, Cure 1, Benefic 1, Diagnosis and Physic are all equally useless but because WHM and AST have procs on their basic healing spells it tricks new players into thinking they should use those spells for their procs, resulting in the stereotypical healer that casts nothing but Cure 1 in your max level dungeon and can't keep even the best tank alive.
    (6)
    Last edited by Absurdity; 01-23-2022 at 07:36 PM.

  9. #19
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    765
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Seraphor View Post
    Then WHM should have it's Freecure system reversed. Casing Cure II would have a chance at making Cure heal for the same potency as Cure II, thereby saving MP.
    WHM can afford the button bloat and would actually make GCD healing with WHM marginally more interesting.
    As i suggested this earlier as well, i think this is the easiest clean way to keep cure 1 relevant without changing too much, while still keeping the same effect as the current system does (preserve MP from casting cure 2).
    Quote Originally Posted by Seraphor View Post
    Benefic should have a trait where it upgrades to Benefic II, but downgrades back to Benefic when you don't have enough MP for Benefic II.
    And here is where i think WHM and AST can have the same effect applied to them. Because in the WHM change, its a similar effect. In the current state benefic will heal more for the same MP, except its bonus is simply a more potent heal (which you cant realy time well so on that doesnt grant any effective bonus that you will notice well). By applying the same trick as the WHM suggestion, behaviour becomes consistent and is more likely to become effective.

    And yes, i know variety is welcome, but in this case both abilities become obsolete anyway, there wasnt any variety to begin with beyond a certain level. If we want to make it more excessive, for WHM cure 1 could also get its MP removed as effect when it triggers, while in the case of AST it simply does still always crit. But i think this is simply not needed, and at the same time keeps it simple enough for lower levels to also understand the synergy faster.

    One thing that i think should always be the case: WHM should be generaly easier than AST in its mechanics. Simply because AST is unlocked later when you very likely already have some basic experience.
    (0)

  10. #20
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by UkcsAlias View Post
    As i suggested this earlier as well, i think this is the easiest clean way to keep cure 1 relevant without changing too much, while still keeping the same effect as the current system does (preserve MP from casting cure 2).

    And here is where i think WHM and AST can have the same effect applied to them. Because in the WHM change, its a similar effect. In the current state benefic will heal more for the same MP, except its bonus is simply a more potent heal (which you cant realy time well so on that doesnt grant any effective bonus that you will notice well). By applying the same trick as the WHM suggestion, behaviour becomes consistent and is more likely to become effective.

    And yes, i know variety is welcome, but in this case both abilities become obsolete anyway, there wasnt any variety to begin with beyond a certain level. If we want to make it more excessive, for WHM cure 1 could also get its MP removed as effect when it triggers, while in the case of AST it simply does still always crit. But i think this is simply not needed, and at the same time keeps it simple enough for lower levels to also understand the synergy faster.

    One thing that i think should always be the case: WHM should be generaly easier than AST in its mechanics. Simply because AST is unlocked later when you very likely already have some basic experience.
    Thing is AST is already ridiculously convoluted, with the card system taking up 8 different buttons for what is effectively only 3 skills.
    AST deserves the simple, braindead system for it's basic cures.
    While WHM has the 'space' on its hotbars and mentally in it's execution, for a novel combo system.
    (1)

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