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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by XiroGear View Post
    Alright so how would you translate that to FFXIV?
    Giving supports more to do and fights more to care about than just enrage -> clear time and the very rare oGCD heal saved briefly for a particular mechanic?

    I don't think it'd come to anyone's surprise that XIV's lackluster healing is largely just a symptom of overall shallow encounter design, low meaningful content variety, and wonky tuning.
    (1)
    Last edited by Shurrikhan; 10-30-2022 at 04:59 AM.

  2. #2
    Player
    XiroGear's Avatar
    Join Date
    Aug 2013
    Posts
    49
    Character
    Xeranos Nairogek
    World
    Coeurl
    Main Class
    Summoner Lv 86
    Quote Originally Posted by Shurrikhan View Post
    Giving supports more to do and fights more to care about than just enrage -> clear time and the very rare oGCD heal saved briefly for a particular mechanic?

    I don't think it'd come to anyone's surprise that XIV's lackluster healing is largely just a symptom of overall shallow encounter design, low meaningful content variety, and wonky tuning.
    I won't argue with that. though while I would have no issues with seeing that, given how they've removed Support abilities from DPS and Healer Jobs, I'm not going to hold my breath for this...
    (1)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by XiroGear View Post
    I won't argue with that. though while I would have no issues with seeing that, given how they've removed Support abilities from DPS and Healer Jobs, I'm not going to hold my breath for this...
    Those reductions, though, were primarily made because either
    • the tuning (see: extreme Enmity buffs, nuked relative healing requirements, etc.) or forms of mechanics (say, a mob on which tanks must hold threats but could one-shot said mob to keep Shadewalker useful despite aforementioned Enmity changes) required to maintain their relevance was watered down past some critical threshold, or
    • they were primarily just a pretense of complexity that made one job's ability to do anything (i.e., literally just to cast) --without what would be cripplingly poor play otherwise (using Cure I where possible instead of more expensive options, or even spending time idle for mana conservation) or terrible stat optimization-- dependent on other jobs, for whom those actions still had nothing much to optimize or the timings of which were forced due to other priorities anyways (e.g., halving enmity).

    Some of them were outright poorly designed; the rest suffered specifically because of the same changes in context (e.g., encounter tuning and mechanics) that worsened how it feels to heal.

    If that context is not addressed, I suspect being a healer will become/remain smothering regardless of whether you're holding your breath for such changes.
    (0)