

It's not supposed to disrupt people in game. We would like to effect SE's metrics. Also, the point about not being needed is ours! We don't feel needed and in many Contents it's better to not bring us at all!Probably because Strikes are actually designed to be disruptive, so there is odd messaging to call for a strike specifically but state it's not seeking disruption.
Strikes are inherently supposed to be disruptive, as if striking employees do not disrupt the employer's operations in any way it will have no effect whatsoever. In fact, if that happend they'd probably only show that their jobs aren't needed at all and later have them downsized lol.


I agree but most roles in trinities have multiple responsibilities. DPS in XIV used to have this in the form of some jobs helping restore TP, MP, debuff the boss and help with Aggro, but now their role is basically just do DPS. Which is kinda everyone's role now.
I'm more for giving every single role more responsibilities to make the trinity more important. Stuff like MP costs for healers being higher and DPS have actions to help with that, Healers getting their main role back and helping with ST mitigation as well. Aggro becoming a thing everyone has to manage together again. All of this would not only improve the healer role but all of the roles.


It's funny, and sad. The idea of the skill, being 'a tiny gain in DPS for those who want to optimize, but so small that it won't affect a casual's ability to clear if they ignore it entirely', I thought was probably the best way to improve the gameplay of Healers in the short term. Now that SE has removed that, we have to find a different solution, and to my eyes, all alternatives entail spending much more dev-time required to implement. They had the solution right in front of them, and fumbled the ball at the last moment
Oh well, back to the regularly scheduled 'massive hit that you use once per minute (or 3 times per 2min for WHM) that causes more Crit Variance issues'
Did they really remove the sage aoe dot being a different entity then the regular dot so they don’t stack anymore ??? No way they did that ??? Pls tell me you are jokingIt's funny, and sad. The idea of the skill, being 'a tiny gain in DPS for those who want to optimize, but so small that it won't affect a casual's ability to clear if they ignore it entirely', I thought was probably the best way to improve the gameplay of Healers in the short term. Now that SE has removed that, we have to find a different solution, and to my eyes, all alternatives entail spending much more dev-time required to implement. They had the solution right in front of them, and fumbled the ball at the last moment
Oh well, back to the regularly scheduled 'massive hit that you use once per minute (or 3 times per 2min for WHM) that causes more Crit Variance issues'


Hahaha, could say that... I'd be lying though.
What, did you expect a tiny bit of fun?! <.<
And to think I was actually considering trying SGE again...



I'm honestly laughing at this.
It's like a cruel joke. I can't believe they did this. I want to keep a positive look on things, but that's so out-of-touch that I can't even...




Lmao. "DPS Healer" but also 1 2 1 1 1 1 1 1 1. They're really quick to 'patch out' this bug called 'fun' from their game, I'll give them that.
Where's that same degree of care when Aero II/Dia mishap happened?
At least SCH has Energy Drain to squeeze a out little extra DPS when you're not healing. But we know giving a similar option to WHM is asking too much and takes away from job identity as a "pure" healer.
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