Okay, I was wondering if it were something other than a priority thing. Though, I think you misunderstood what I originally said regarding Ruin IV. I-III are the same spell, only stronger, and single target. But with Ruin IV, it changes to a diminishing return type AOE that stands on it's own. They way I see it, one of two things should happen. 1) Make it single target and a direct upgrade to Ruin III, replacing it on the hotbar (my preference). 2) Give it a new name. I mean seriously? At this point, it's not Ruin anymore.
There really isn't a reason to remove Ruin IV as a proc at this time. As others have stated, SMN is currently viewed as incredibly bare-bones and lacking of more depth and gameplay, so taking away Ruin IV isn't going to help with that. What most players look for in a job like this is a gameplay loop that engages with them, SMN has shown to be below the level of simplicity that the player base is willing to tolerate. I realize you might come from a position where engaging with most jobs is a challenge, but if you're just looking to engage with the story, you can also just not use Ruin IV or take it off your hotbar. Casual content does not require optimized gameplay, or even good gameplay to be honest. Do what's comfortable for you.Okay, I was wondering if it were something other than a priority thing. Though, I think you misunderstood what I originally said regarding Ruin IV. I-III are the same spell, only stronger, and single target. But with Ruin IV, it changes to a diminishing return type AOE that stands on it's own. They way I see it, one of two things should happen. 1) Make it single target and a direct upgrade to Ruin III, replacing it on the hotbar (my preference). 2) Give it a new name. I mean seriously? At this point, it's not Ruin anymore.
On the topic of simple gameplay, I think MNK still has its cheesy Dragon kick rotation that essentially allows you to bypass most of MNK's mechanics and still put out close to perfect DPS. I'm no expert on it, but it might be worth looking into.
Experiences are not universal, and EVERY job has a "honeymoon phase" which then turns into too much familiarity. It's incorrect to attribute that solely to Healers, because otherwise why would they ever create new jobs? Surely you'd be satisfied playing the same single Tank/DPS in the same content in the same way all the time? Surely this game would be the same amount of fun is you only ever had PLD and DRG to play for 10 years? I mean, why would Devs even waste time creating extra classes like RDM or DNC or GNB, right? Should probably get rid of them all.Healing has a honeymoon phase where learning it can feel fun because you don't necessarily understand the nuances of it and will, but as you improve, this tapers off as you feel more in control of incoming damage and your excessive library of healing tools. Having said that, good job design in a game like this means your job should always feel fun to play, not fun only some of the time. Playing through the MSQ as a healer is immensely boring as there's nothing at all to heal. Playing through casual content is largely boring because there's very little to heal. Playing Extreme, Savage, and beyond can be fun to learn, but lose their charm once you become comfortable with the fight mechanics. Suffering through the job's otherwise inherently bad design is not worth the highs when you could play a DPS or Tank who's gameplay is vastly more consistent and provides something to play with regardless of whether or not the party needs healing.
Based on SailorCeti's posts, I imagine they're someone who may want to find one main job and stick with that job, and I don't think healing is the right role for that style of play, and this is coming from someone who adores healing and exclusively played healers from ARR through SB. It's not rude to describe it as suffering. I'm not attacking you or other healer players by saying that.
I've played a Healer from the get-go in this game, done every fight on Healer. They play just fine. If what you mean is "this person will not enjoy the playstyle of Healer", you can say that, and it'd be cool of you to not use use wording that implies playing Healers in general is punishment just because you didn't like it. You're entitled to not like FFXIV Healers, but they're certainly not "lesser" jobs as you're making them out to be. :/
The honeymoon phase of the healer role is heavily exacerbated by "healxiety" where healing feels more reactionary, and a player's comfort with their party taking damage is very low. This makes healing feel more stressful, but also more exciting. As you grow more familiar with the game and the role, this effect wanes, and what you're rewarded with is less and less healing--or in other words, your role inherently takes away the fun parts of healers the better you get at it and rewards you with nothing in return. DPS jobs don't suffer this issue. At first, your lack of understanding of the job's rotation and nuance can take away from its enjoyment as you don't understand how tools are meant to flow together. As you improve, though, you're awarded with a far more significant understanding of how your tools work together, and you gain the ability to use them with intention, not unlike a fighting game where learning a character and knowing their moves is significantly more fun than just button mashing.Experiences are not universal, and EVERY job has a "honeymoon phase" which then turns into too much familiarity. It's incorrect to attribute that solely to Healers, because otherwise why would they ever create new jobs? Surely you'd be satisfied playing the same single Tank/DPS in the same content in the same way all the time? Surely this game would be the same amount of fun is you only ever had PLD and DRG to play for 10 years? I mean, why would Devs even waste time creating extra classes like RDM or DNC or GNB, right? Should probably get rid of them all.
I've played a Healer from the get-go in this game, done every fight on Healer. They play just fine. If what you mean is "this person will not enjoy the playstyle of Healer", you can say that, and it'd be cool of you to not use use wording that implies playing Healers in general is punishment just because you didn't like it. You're entitled to not like FFXIV Healers, but they're certainly not "lesser" jobs as you're making them out to be. :/
Moreover, I'm allowed to describe the role in whatever way I please. If I had a terrible experience at a restaurant, you wouldn't chastise me for saying "no don't eat there. That place is gross" if someone asked if the food was good. It's the same here. I also started out only playing as a healer in ARR, and I only played healing all the way till the last day of SB. Then I had to watch as ShB took everything away from the only two jobs I played for 6 years, and now we have the worst designed, designated healers I've ever seen in the modern era of gaming. So I have every right to describe it as punishment if I want to, just like you have every right to disagree.
Luckily for you almost every class scales with the amount of stuff you want/can do (except maybe BLM and MNK). If you can only memorise and/or physically handle doing half the combos then your character will still perform "properly", you just won't be squeezing the extra juice from it that another player will. Will this make it hard for you to do certain content like Savage? Sure, but it won't in anyway make you inoperable. Even BLM and MNK still work to some degree if you follow no rotation whatsoever.I love this game more than any other MMO I've played. However, I feel somewhat limited in the jobs I can play. First, I'm an older player. Second, I have arthritis. Third, I've had two strokes.
The main issues for me (and I suspect I'm not alone), are the sheer amount of abilities some jobs have and that some jobs have unnecessarily complex mechanics in the higher levels. Most jobs have too many abilities that do similar things. Why not combine these into a single ability that's more effective overall? Don't get me started on SAM mechanics. I can't remember all the "combos." I gave up on that one. Have you seen the rotations for some of the jobs, when shown visually, people have to make flowcharts! Seriously, this is not okay. If most people can handle it, fine, but not everyone can.
Look; I understand the sentiment, but no. This game is already severely simplified (and yes, that would be the appropriate term,) and doesn't need even more of it. The rotations are barebones on almost every job with very few exceptions. The vast, vast majority of the game is doable with an *extremely* unoptimized mashing of buttons, and I wouldn't suggest to an older player with physical issues to get into the minority of content that requires the full optimization flowcharts. I don't mean to offend, but the last thing this game's combat needs is dumbing down jobs to five or six buttons, and I hope the devs don't cave to these kinds of requests.
What content are you looking to do?
If it's just normal content, as in MSQ related content and alliance raids (where your DPS is only 1/15 of the total possible DPS from DPS roles), then I would mostly just worry about making sure you're always hitting one of your GCD abilities as they come off of cool down.
Remember that the rotations found on places like the balance are designed for maximum DPS for the purpose of savages and Ultimates, etc. You do not need anywhere near that amount of DPS for normal content.
So I would find a class and figure out a rotation that works for you. As long as your GCD is always spinning (or at least going most of the time), you're likely doing enough DPS for normal content.
At first i thought the same thing, but switching between skill bars on L2/r2 is cancer. I just don't have the hand coordination to use controllers on a game with 29 skills. I just click my skills. I wish the classes were like gw2 with 5 main skills, 5 utilities, and a self heal.
Healers are roles that change their business depending on the content and party members, so I think it can't be helped that they get bored when they have free time.
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