Remember standing in acid farming HPS in huttball while people would cleave off your group? God healers were nutty esp when people did not interrupt or cc chained just tried to raw tunnel you.I did not do PvE as a healer in SWTOR but it was fun in PvP, since it used same PvE skills. Keeping yourself and allies alive when people are actively trying to burst you down was very engaging challenge which is on completely opposite side of how healing feels in FFXIV.

It was so funny as Sorcerer to cast Force Barrier at <10% hp in the middle of the arena, while 5-6 people keep trying to kill you hahaI did not do PvE as a healer in SWTOR but it was fun in PvP, since it used same PvE skills. Keeping yourself and allies alive when people are actively trying to burst you down was very engaging challenge which is on completely opposite side of how healing feels in FFXIV.So much fun with funny utility spells...
But we digress... I have a question - I checked out the new Extreme Dungeons. Don't worry, it was on a stream, not in-game, I don't have a DPS at level 100 yet, leveling is super slow with these dungeon queues. They don't look that hard, if you know the mechanics; at the same time they look punishing for healers, there's a lot of pressure to not get oneshot (even with 0 vulnerability stacks) from almost insta-cast red circles, which might happe while resurrecting others... There's like no learning curve for your role, just the content, and if the DPS keep dying even with Swiftcast CD reduction it looks probable you might end up slow-casting res... I want to ask the people, who completed them - is that a fair assumption? I am considering playing them on my Sage to check them out, but only after I cancel the auto-renewal of my subscription beforehand, so I am not sure... Let me know, thanks!
I healed them. They're not punishing. I DPSed them. The healers died, and it still didn't matter. The non-Warrior tank and I lived to the end of the bosses anyway. Still no effort required even in "expert" dungeons.It was so funny as Sorcerer to cast Force Barrier at <10% hp in the middle of the arena, while 5-6 people keep trying to kill you hahaSo much fun with funny utility spells...
But we digress... I have a question - I checked out the new Extreme Dungeons. Don't worry, it was on a stream, not in-game, I don't have a DPS at level 100 yet, leveling is super slow with these dungeon queues. They don't look that hard, if you know the mechanics; at the same time they look punishing for healers, there's a lot of pressure to not get oneshot (even with 0 vulnerability stacks) from almost insta-cast red circles, which might happe while resurrecting others... There's like no learning curve for your role, just the content, and if the DPS keep dying even with Swiftcast CD reduction it looks probable you might end up slow-casting res... I want to ask the people, who completed them - is that a fair assumption? I am considering playing them on my Sage to check them out, but only after I cancel the auto-renewal of my subscription beforehand, so I am not sure... Let me know, thanks!
It is at least as much a (sub-)genre as third-person shooter, 2.5D fighter, Soulslike action, etc., each of which are significant descriptors whenever the characteristic difference is leveraged. MMOs without any underlying hard-targeting systems (those which are not tab-target) tend to play very differently from those with them. TERA and XIV, for instance, play about as differently as TERA and Lost Ark do, despite TERA and XIV both being third-person vs. Lost Ark's top-down view.

Well, there you goI might give them a try then... I am still curious as tio why they are homogenising jobs altogether by having a learning curve mainly for the content, not as much for the role.. I mean, once you learn the mechanics, your job matters way less...
Last edited by Kozmakis; 07-19-2024 at 05:27 AM.


Pretty common in the Crystal DC, but healer quality has really dropped. This was for a farm party.
![]()


Thing about that is, they could have reduced the feeling of 'Healer dies? We're all boned' in many ways, not just 'make Healer have one damage button to spam for 80%+ of their GCDs' and/or 'make Healer have like 15 different healing OGCD tools, to further reduce how much they need to GCD heal (since that has a cast time, which could cause the Healer to be late with the healing)'.I do not think people are claiming that, the difference between WoW, SWTOR and FFXIV. Is I do not think SE wants healers to be the point of failure in group content. I do not think they want a single role to be the point of failure when it comes to their core gameplay. Look at tanks, aggro management is a thing of the past, and the moment they have an issue holding aggro they just buff aggro gen.
Simple solution: Phoenix Downs can now be used in combat with a 5s cast time, you can carry up to 999 in a stack (instead of being limited to 1), and you can buy them from any item vendor (same as the trash NQ potions, echo drops etc) for some nominal price (eg 100gil each). Bang, now anyone can raise the healer should they die (even melee/physranged/tanks), RDM/SMN's raise is still valuable as it has range (Phoenix Down has a very short range), and it has less punishment to their damage to use it compared to a Phoenix Down (5s for PD, 2.5s recast for Swiftcasting the raise spell), and RDM still retains its ability to machine-gun out multiple resses back to back.




or, it can be used to get rid of the healer role all togetherThing about that is, they could have reduced the feeling of 'Healer dies? We're all boned' in many ways, not just 'make Healer have one damage button to spam for 80%+ of their GCDs' and/or 'make Healer have like 15 different healing OGCD tools, to further reduce how much they need to GCD heal (since that has a cast time, which could cause the Healer to be late with the healing)'.
Simple solution: Phoenix Downs can now be used in combat with a 5s cast time, you can carry up to 999 in a stack (instead of being limited to 1), and you can buy them from any item vendor (same as the trash NQ potions, echo drops etc) for some nominal price (eg 100gil each). Bang, now anyone can raise the healer should they die (even melee/physranged/tanks), RDM/SMN's raise is still valuable as it has range (Phoenix Down has a very short range), and it has less punishment to their damage to use it compared to a Phoenix Down (5s for PD, 2.5s recast for Swiftcasting the raise spell), and RDM still retains its ability to machine-gun out multiple resses back to back.
#FFXIVHEALERSTRIKE

A good thought, but it sounds like a short-term solution... what happens when people forget to buy them or they run out of gil?Thing about that is, they could have reduced the feeling of 'Healer dies? We're all boned' in many ways, not just 'make Healer have one damage button to spam for 80%+ of their GCDs' and/or 'make Healer have like 15 different healing OGCD tools, to further reduce how much they need to GCD heal (since that has a cast time, which could cause the Healer to be late with the healing)'.
Simple solution: Phoenix Downs can now be used in combat with a 5s cast time, you can carry up to 999 in a stack (instead of being limited to 1), and you can buy them from any item vendor (same as the trash NQ potions, echo drops etc) for some nominal price (eg 100gil each). Bang, now anyone can raise the healer should they die (even melee/physranged/tanks), RDM/SMN's raise is still valuable as it has range (Phoenix Down has a very short range), and it has less punishment to their damage to use it compared to a Phoenix Down (5s for PD, 2.5s recast for Swiftcasting the raise spell), and RDM still retains its ability to machine-gun out multiple resses back to back.I think a more permanent solution is to grant everyone a resurrection spell, or remove resurrections during combat altogether, reduce the number of oneshot mechanics (substitute them with DOTs or some other debuffs?) and encourage wiping as a learning mechanism. Of course, the latter is almost impossible to happen, nobody will redo all dungeon, trial, and raid fights since ARR...
The dot mechanic instead of vuln is cool. How SE has gone about it is not perfect but for whatever reason this js the design choice they went with. I do think the likely solution and feedback has to fall in simular scope fo the current design philosophy.
Which is hard cause SE is all over the place. Part of it seems they are are deathly afraid to repeat HW. I would arfue stormblood was the perfect balance, but for whatever reason they felt that was too much also.
That being said I greatly enjoyed the new raids and i am looking forward to savage. Oddly enough SE have shown they made make interesting damage focused healers sage in PvP is a lot of fun. Those are more support roles and maybe that is what SE needs to embrace. Go the support but not full healer route but that also goes against what they appear to want with current heals.
Ast is a lot of fun for me personally now.
|
|
![]() |
![]() |
![]() |
|
|
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
So much fun with funny utility spells...
I might give them a try then... I am still curious as tio why they are homogenising jobs altogether by having a learning curve mainly for the content, not as much for the role.. I mean, once you learn the mechanics, your job matters way less...


