My best guess lorewise is that while White and Black Magic evolved, Red Mages still use an old version, or altered version that lets them handle the aether better.Personally I'd love to know why WHM doesn't use Stone/Aero/Water anymore, yet RDM uses Verstone/Veraero, and Picto gets Water in Blue, Aero in Green and Stone in Yellow for parts of its 123 combos. Especially when WHM is written in the FFXIV lore to be the foil to BLM, who uses the other three elements (and still does). It'd be like if BLM suddenly threw away Fire spells, Blizzard spells, the concept of an Ice/Fire phase, and just said 'no, everything is now Foul and Xenoglossy style 'Void' stuff'.
Looks like many of the deleted posts were against the forum guidelines, which aren't aren't the clearest, in addition to the volume of forum activities and culture differences for English players.
Sadly, this has become a prime example of the concern of culture differences when it comes to enabling region travel. I'm just glad this thread appears to be heading back slowly towards discussion focused related to reasons for and against changes for healers.
Glad the community managers are trying thier best to allow players to vocalize concerns while maintaining some level of stability.
But to get back on topic for myself, My wishlist for the individual healers would be:
WHMWHM is mostly fine since the Afflatus system is good and only needs some minor tweeking. In the future, I'd like an elemental damage/healing spell.
- Upgrade Cure 1 to Cure 2.
- Make PoM 60 seconds so you can use Glare 4 more.
SCH
- Just give it Bane back and something else cool to spread with Deployment Tactics.
AST
- Quick fix: Give us back Time Dilation to interact with card effects.
- More ways to interact with the cards and more interesting card effect.
- Maybe trim Horoscope since it feels bad to use unenhanced.
SGE
- Make Psyche a GCD attack with 30s cooldown or make it a lower cooldown for extra weaving, like 20s or something.
- Keep Eukrasian Dyskrasia as a separate dot and dps gain on single.
FFXIV its actually a second life game, not actually a MMORPG.


Personally I'd make it so Energy Drain upgrades to Bane (which causes it to deal its 100p damage in an AOE instead of ST), and that Deployment is able to spread Excog and Protraction at 50% efficiency each (Adlo would not be subject to the 50% penalty). Even with the 50% penalty, being able to spread a 5% Max HP boost, and/or a 375p 'heal below 50%' effect would both be crazy powerful, and would add to the 'tactical mastery' aesthetic of the Job. Imagine, an Adlo (not crit) + Excog + Protraction, all spread for a raidwide, which triggers the Excog, and is then followed up by a Recitation Indom. I feel like that's the essence of SCH, combining several of your tools to create a healing outcome greater than the sum of the parts.
Unfortunately, SE somehow decided that SCHs are meant to be angel-related, instead of the previously established 'battlefield tactician with faerie companion' (as opposed to WHM, who has an angelic statue (Kuribu) hanging out in their old home of 'Lost City of Amdapor', Temperance's VFX, all the holy light VFX on their attacks, terms like Tetragrammaton/Divine Benison/Afflatus Rapture/Confession (from Plenary Indulgence), old skill names like Divine Seal, Shroud of Saints, Seraph Cane as their HW Anima weapon,etc) and so this would never happen
Last edited by ForsakenRoe; 06-23-2024 at 01:10 AM.


Think the circular problem with all jobs is that people want to be able to learn a job and do well at it quickly, largely because it doesn't feel fun to learn a job right now in the current game. There is such a deluge of media putting pressure on being good at the game due to saying "this savage is not really hard", or "Extreme isn't very hard", yet the job itself is not very hard to learn. So if everything is easy, what exactly is difficulty to begin with?
From observation, difficulty is from social pressure. When people are doing savage, they are almost always spending weeks in advance finding a group to do it with, or having to plan the vast majority of their free time around doing it. The only savage that is ever relevant is the current savage, and there is a limited time to complete the savage and get all the items one wants from it due to the lockout.
So I suppose a view point to take on this entire thing is that because someone decided to include content so difficult that it takes massive amounts of time to complete and put pressure on the entire community to struggle and complete this content on a cyclical basis, it made the community ask for a break in the form of simplifying jobs, which the game designers took as "simplify jobs, make fights tighter" in terms of end game, because they have some kind of mathematical quota they want to keep or who knows what on completion time.
Like if savage was not present and creating social pressure, it would probably put more pressure on making jobs interesting and fun to learn, which is a lot more flexible in terms of individual peoples time. It's not like if someone goes to a fighting tournament and took six months to get to the same level as the guy on the other end of the table, who took two weeks, anyone would care.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote






