180 pages. It will be interesting to see if se actually does something
180 pages. It will be interesting to see if se actually does something
Technically Yoshi P has already made official statements in a recent interview conceding that job identity and rotations are currently in a bad spot and it's something they're heavily looking into between now and 8.0.
While he didn't name the healer strike, he did jokingly mention Kaiten returning. Very interesting.
I don't expect the strike to ever be mentioned by a dev however it will certainly be interesting to see these inevitable reworks focused on "individuality" (direct quote).
https://www.gamesradar.com/games/fin...implification/
Last edited by Turtledeluxe; 06-14-2024 at 07:08 AM.
i still don't understand why cleric stance was straight up removed. it was too hard? ok, but it was also fun, so don't delete it, re-balance it. make it an optimization thing instead of a requirement. like a +5%/-5% alteration.
"Yoshida: For example, in a side scrolling game, if there aren’t any holes you can drop down into if you miss a jump, ofcourse the game would lose its stress, but it would also lose its fun."
That was from before the strike anyway. There's no official statement regarding the strike.Technically Yoshi P has already made official statements in a recent interview conceding that job identity and rotations are currently in a bad spot and it's something they're heavily looking into between now and 8.0.
While he didn't name the healer strike, he did jokingly mention Kaiten returning. Very interesting.
I don't expect the strike to ever be mentioned by a dev however it will certainly be interesting to see these inevitable reworks focused on "individuality" (direct quote).
https://www.gamesradar.com/games/fin...implification/
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
Well there is a live letter tomorrow. If they're gonna comment on it, it'll probably be there.
Lol still going. Strike...lots more to replace ya.
There's something so incredibly frustrating about people citing that healers don't need a more engaging DPS rotation because they're healers first and that's what their primary job should be and say that if healers want to heal more, they should play harder content (raids, savages) where parties actively work together to minimize the amount of healing that needs to be done.
So once you've minimized that healing, where exactly does that leave us? Oh, right. Back at square one with our lack of engaging DPS rotation to make up for not needing to heal.
You can't design encounters around requiring healer DPS and then also say that healers should be focusing on healing instead when a) there's very little to nothing to heal and b) the encounters themselves literally want us to DPS, regardless of what Yoshi-P himself may say on the matter (ie that healers don't need to worry about DPSing). If you're going to design encounters around requiring healer DPS, healers should have a more engaging DPS rotation. That's really all there is to it.
I think it's time that action like this is a necessity. I will take part and absolutely support the goals here.
I've mained healer (SCH more specifically) since 2.0 and the gulf in the game I played to the game I play now is unbelievable. It's likely a boomer take, I'm aware, but it does pretty much hit on the problems people have.
Thinking back to my 2.0 T12 coil runs, where me and my co-healer were THE reason why we made it through a fight, all while I had limitless options to optimise my play through aetherflow management, aggro management (much more involved), mp management (much more involved), Cleric Stance management, more interesting AoE (aetherflow bane and shadowflare/sacred soil optimisation) and single target DPS kit (multi-dots and Cleric switching). I had my strengths and weaknesses, as did my co-healer. If the WHM ever went down, it was a gargantuan effort to heal heavy AOE situations as 2.0 SCH - and that's actually okay. These days, every healer has shields, heals, mitigation, regen, heal buffs, etc. - all oGCD and readily available.
There were absolutely aspects that needed modernisation and it's a plausible rose-tinted goggles situation, but I think right up until ShB we had a good thing going. The aggro changes, mp changes, and erosion of our kits into an amorphous oGCD healing blob has taken so much away from content.
Glad this is getting some serious traction and I hope the devs properly give this the attention it deserves, because if nothing changes we'll have been in this healer malaise for more than half the game's lifespan by 8.0's launch.
EDIT: Further optimisation in manual Embrace healing on your hotbar as a skill can be cited, as I certainly did a lot of pet macroing to keep them alive.
In regards to kit bloat, SCH's oGCD kit at 50 was - Lustrate, Sacred Soil, Whispering Dawn and Fey Covenant (using Eos). Is it even worth checking how absurd it is now? 12 at a conservative count, leaving a few out that aren't specifically healing boosts. Crazy.
Last edited by Ritsugamesh; 06-14-2024 at 07:31 AM.
They did that with the second iteration as a role action and it wasn't too bad. The problem with the first iteration was it was fairly janky, had a CD to turn off but not turn on, and someone would inevitably take avoidable damage the second you turned it on. I was very happy when they made our damage scale off mind and removed the stance requirement because that allowed us to add in dps in a much more fluid manner, while being prepared for those necessary spot-heals if things went south. I do think they could have kept the role action, though.i still don't understand why cleric stance was straight up removed. it was too hard? ok, but it was also fun, so don't delete it, re-balance it. make it an optimization thing instead of a requirement. like a +5%/-5% alteration.
"Yoshida: For example, in a side scrolling game, if there aren’t any holes you can drop down into if you miss a jump, ofcourse the game would lose its stress, but it would also lose its fun."
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