if you're with a healer who's hyperfocused on keeping a person alive and risking the lives of everyone else because you're now low on MP, out of CDs and distracted then you're not likely going to take any advice that's just "let them die and suffer".
also leaving a paper trail to prove you at the very least -tried- to help them prevents future arguments/blame shifting.


I've been accused of not healing on my SCH, despite Seraph being out and Angel Whisper/Consolation being up on the person accusing me of not healing. Paper trail be damned.if you're with a healer who's hyperfocused on keeping a person alive and risking the lives of everyone else because you're now low on MP, out of CDs and distracted then you're not likely going to take any advice that's just "let them die and suffer".
also leaving a paper trail to prove you at the very least -tried- to help them prevents future arguments/blame shifting.
Last edited by Silver-Strider; 06-20-2022 at 05:52 AM.




If someone dies, its always your Fault.
Even if the person who died is being stupid, blind, or not using their CDs.
Sometimes its a tough Job.
Yeah no. Whoever did that to you needs a spanking. The fairy is a wildcard regen with skills that you can deploy at any time. People massively underestimate just how good this is. And that's not even counting the rest of your kit.
The thing with Scholar is that they're not White Mage\Astrologian who can just yawn, heal your stupid boo-boo and forget you ever existed. You strategically burst-heal people you know will take a lot of damage and just passively heal anyone who won't. And the passive heal tools are ridiculously strong, as long as you're not an idiot and aren't taking unnecessary damage.
By passive heals, I mean stuff like the fairy regen and Sacred Soil. And I physically WILL Rescue any and all tanks who refuse to stand in the bubble. It's wide enough to dodge mob AoEs, it's wide enough for you to snuggly fit when the boss does something scary. And it's also a free Rampart on you, especially if you're one of those who doesn't press their own buttons to save their life.
If you're a DPS, or a tank for that matter, and you die while the SCH has those things up, then admit you screwed up.
And if I catch you give a SCH a hard time despite me seeing they have all that crap going on, Excogitation on a tank, maybe even an adlo, I won't care and I will call you out on it.
Because if it's an experienced healer, they likely will just ignore you. But if the SCH is new or is struggling to deal with your immovable butt, then you're giving the poor guy an unnecessary heart attack.
TLDR: Look at yourself for two seconds before nagging your healer. Odds are you'd fare far worse if you had that role.


Here's 2 takes
Take #1
Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly
Example
When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man
Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it
Take #2
Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.
Normal Raids should be actual raids
Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.

I cannot describe how much I want this, and all those people acting as if Normal raids are the endgame weekly grind chore that has to be done as efficient as possible by removing trash mobs & dungeon part make me so frickin' mad. No, Normal raids are baby mode story content that is only worth to be done for the story once (and maybe for the roulette to level jobs/get those last 10 tomestones you're missing), and not the weekly grind chore (and even if it was, you only have to clear the wing 5x, which is done in about an hour per week to get a full set of raid gear, which is worse than the tomestone gear).Take #2
Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.
Normal Raids should be actual raids
Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
There is nothing that can justify that content having to be made "efficient" like savage raids.
Last edited by Arkfrost; 06-20-2022 at 07:39 PM.


That would be great. Wouldn't mind if it was similar to Coil, while in savage it's still final boss only. Since Stormblood, raids are just glorified trials.[...]
Take #2
Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.
Normal Raids should be actual raids
Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
I did all the older raids unsynced solo and it was so weird how all of that just stopped. Running around the different rooms in the coils, or going through the different chutes in Alexander was really fun actually.Here's 2 takes
Take #1
Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly
Example
When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man
Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it
Take #2
Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.
Normal Raids should be actual raids
Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
I thought raids were supposed to be like alliance raids with just one team anyways.





#1 With two caveats as I feel it would be relatively quite frustrating in DF where even if you try to force skilled play you'll only ever get so far, not saying it's not worth it but certain actions (like instant fail mechanics) I think will lead to more frustration then they provide actual value to the majority.. I can personally see this just creating a lot of wasted time because you're not on the job that interjects and the member who is responsible for it for whatever reason fails to do so:Here's 2 takes
Take #1
Final Bosses in Dungeons should have a FPK (Full Party Kill) mechanic if the party does not fulfill mechanics properly
Example
When Hermes uses True Bravery and the Tank or Physical Ranged DPS doesn't Interject it, Game Over man
Why this take? People have gotten too lazy and Dungeons have become so braindead easy, you don't need to follow mechanics and just ignore it
Take #2
Normal Raids should go back to being actual raids like in Coils and Alexander, it will be an opening to a much better story building experience, I personally loved how you cause havoc while running through the city inside Alexander.
Normal Raids should be actual raids
Savage Raids can stay as Mini-Trials where it skips the trash mobs and puts you right in front of the boss.
1, revive will be quite close to the final boss (this is true for most content but is not always true). Consider automatically moving the revive location too, reduce the number of loading screens is always nice (black screen when you die, black screen when you get to the skip ahead point) - more like how 'most' stakes of marika are pretty much at the fog wall.
2, if a party dies a few times echo (or another buff..) applies which removes it's auto death mechanic. This could be built into the code as well so players who are doing /ooolllddd/ content unsynced would automatically gain this buff. Meaning they can't be 1 shot, as it's a bit silly to get hit for 1% your health but then get 1 shot from a 'super' move that you'd obviously survive if it wasn't for the fact it normally requires two people and was coded as an instant death mechanic- damage on these super moves could still be calculated to quite high values.. which means they'd still be scary after the party fails the instant mechanic, just not "Paladin didn't interject? Start over!".
#2 I liked the coils had a bit of a preamble before bosses. It wasn't even that long compared to something like in WoW where it was like "did you dedicate the next 2 hours? No? Get out". Even if you had to get to the locations solo first I feel it would help with content (world) building, though the short duration to reach bosses in coils was fine.
Last edited by Shougun; 06-21-2022 at 12:50 AM.
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