Considering you can heal casual content with Cure 2 and Media only, can we please stop the debate over catering to the lowest common denominator and accessibility issues that don't exist.
Considering you can heal casual content with Cure 2 and Media only, can we please stop the debate over catering to the lowest common denominator and accessibility issues that don't exist.

Oh neat more Youtuber coverage: https://www.youtube.com/watch?v=E0w0gQjIFUY
~Mew
~~Thank You Niqo'te


And some written coverage too: https://www.thegamer.com/final-fanta...trail-changes/




All coverage is good coverage but it really does seem like this guy was extremely quick to narrow the entire scope down to “world 1 ranked WAR cleared the dungeon is this the hill you want to stake your claim on” when that’s really not the point of the problemOh neat more Youtuber coverage: https://www.youtube.com/watch?v=E0w0gQjIFUY
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Indeed, you almost have to have surgeon level precision with your points so that people can't misconstrue your position and that is with people who don't go out of their way to ignore the actual discussion in favor of their own headcanon.
Honestly, they could rather easily tune the story duties to be role specific by just making the incoming damage higher for healers/tanks so you actually have to use your abilities to survive.
At present though, doing them on healer/tank just feels more boring but faster because you have virtually no risk of death and less buttons to push but the boss has less HP and will likely die faster.
First, please understand that my English is that of a translator.
With the combination of instant skills that healers have and the abundance of skills that other professions have, it is unnatural to rate a healer who has sealed GCD recovery magic as superior. However, the result is correct.
Also, even if we consider the above direction, the offensive skills are too monotonous.
Also, although I would like to contribute as a healer by using GCD recovery magic a lot, the more healer-like things I do, the less excellent I am considered.
The reason for the dissatisfaction is probably that they are all half-baked.
Indeed, I think the recent idea that a healer who doesn't use a lot of GCD heals = a good healer is wrong for an RPG. *This game is not OW.
In ver 3.0, MP management and hate management were very severe and near perfect, but very difficult for the average solo player.
As a result of avoiding difficulty, 6.x became a game of well-timed skills with the same % cut at key points, rather than a series of difficult 10-minute battles.
1. fundamentally, the immediate recovery of skills is too high.
Furthermore, most bosses require little recovery in the intermediate time between the first gimmick and the next.
There are few factors that reduce recovery resources outside of the gimmick, resulting in a surplus of recovery skills that can be brought into the gimmick.
Since removing the HP barrier before use is problematic, it is desirable to add an element that reduces pure player HP itself, not including the additional barrier.
2. % damage reduction skills that non-healers have are too versatile and powerful.
However, as we can see from feints and addles, dividing the skills that each profession has into physical and magical barriers only creates an inflexible stress factor.
For example, suppose the only buffs that range occupations grant are HOT and enhanced HP barrier.
The composition can be replaced with the following: range occupations use buffs -> healers do their best with the help of range occupations.
Or replace the buffs that range professions have with simple, powerful skills that make PT members faster on their feet.
3. too many opportunities for tanks to heal themselves.
Having a recovery skill is not a bad thing, but it should not be something that can be completed by the tank alone.
4. there are too many patterns of using single shot total magic damage in the current environment.
There should be more intermittent attacks like Neo Exdeath Armagest, continuous attacks on the tank, and other jobs that can only be done by the healer as a whole.
How about incorporating a secondary element to certain attacks so that the PT as a whole has an advantage?
For example, zero knockback damage would allow players to keep hitting without moving.
Instead, there would be fewer barrier resources available for the next series of attacks, which would require GCD recovery magic.




Possibly my last post, Vive la Resistance!
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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