This right here says fucking everything those children can't understand.I mean, I get the point that an activity logically gets easier when we master it and get good with it. However, when we are saying an important part of gameplay is never fun... We are kind of forgetting the whole point to playing a game.
I could even use FF9 as an example. Players have found using Zidane, Freya and Quina can be broken due to them having moves that can completely ignore defense with 9999 damage. You just need to grind using Steal / Mug, catching frogs and killing dragons to make them good. Quina is broken for a second reason, but that starts to get into more major spoiler turf on the final boss. Although despite this, I still use Garnet and Eiko summons and Amarant keeps their mana up easily with Trance Chakra. I think Vivi and Steiner can work too using dark absorb gear to change the Doomsday recoil damage into healing. Have to test that out if the game gives the gear to do that for all 4 party members.
The reason for these choices? Because it's fun to burn the enemies with laser beams, meteors and judgment rays. As long as the animations and sound effects have a strong impact. The ones using Freya and Quina for level 1 runs have fun too since it tests how well they can use equipment stats and the virus debuff to their advantage.
#FFXIVHEALERSTRIKE





Strange how when you optimize the hell out of Profane/Aetherweaver WHM (or any healers in there, really) in BSF it can be rewarding, fun, or both of them sometimes.
Hmmmmm :P
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."



Especially when you line up Lost Seraph Strike/Lost Chainspell/Lost Font of Magic with your own job, since they all have different cds. Managing multiple buffs with different cds that also interact with your dot/nukes makes healers gain a lot of depth in that content, without compromising their healing ability (tho, tbf, you barely need to heal there at all).





Nowadays I'd agree. On patch however, some healing was still needed, especially when Rays wasn't a thing back then. I remembered those times when I got shoven into the DRN party as the sole WHM with no other players in the party bringing their own Lost Cure I-IVs. Popped Aetherweaver with LSS and Font. Made me carefully consider where I'm dropping Asylum & Temperance to ensure I can eek out that extra healing magic potencies to reduce the amount of Medica II needed (didn't need much, turns out. Less than 5 was cast in entire runEspecially when you line up Lost Seraph Strike/Lost Chainspell/Lost Font of Magic with your own job, since they all have different cds. Managing multiple buffs with different cds that also interact with your dot/nukes makes healers gain a lot of depth in that content, without compromising their healing ability (tho, tbf, you barely need to heal there at all).). Then, there was purposely drifting LSS and Font to match the old 150s PoM and/or 90s Blood Lily. Good times, that was.
Last edited by Rein_eon_Osborne; 09-13-2024 at 07:26 AM.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
They should add cleric stance back.
:thinking:


The assertion that 'well some people like the current healers so we need to have nothing change' is also entirely debunkable. We can have designs which allow for Glarespam gameplay to be almost entirely equal potency to 'full optimization' mode. Take SCH. I ask that it get 3 total DOTs, with the following potencies:
Broil: 310p
Biolysis: 350p (30s)
Miasmalysis: 340p (24s)
Shadowflare (AOE): 320p (15s)
If you ignore your, let's take Shadowflare, DOT refresh and instead cast a Broil in its place, you don't lose 320p from not using SF to refresh the DOT. You lose (Shadowflare - Broil), or (320 - 310), or 10 potency. 10p per 15s. If you do this for every refresh of all three DOTs over a full 2 minutes (4 Biolysis, 5 Miasmalysis, 8 Shadowflare), you lose a total of 390p with these potency values. That is less than two Broils, per two minutes. Bear in mind, us raiders are clearing week 1 Savage fights with some 30 dropped GCDs (due to casting Succors and Adlos), so there is plenty of wiggle room when it comes to how much damage a healer is expected to do in early prog. A player who wants to 'just press Broil' absolutely COULD with potency balancing done correctly like this, and they'd clear every DPS check in the game as they would now
By comparison, do the same maths with our current DOT (750p over 30s) and you get a loss per 2mins of 1760p. So if you want 'casual friendly design', well, this is actually more 'casual friendly' than what SE has given us, ironically.
But of course, we can't have such a design. Eukrasian Dyskrasia could have been the test run of such a design, being only 40p gain every 30s (so missing one tick made it equal potency to Dosis, and missing two made it a loss), but we can't even have that, even after all the positive reception it got from EN, JP AND players who went to the media tour. So who did SE hear from, that guided them into removing it?
Last edited by ForsakenRoe; 09-13-2024 at 10:54 PM.



We can look at the interview where they discussed the VPR changes to glean some insight here.
They didn't actually follow any feedback there, they just identified it as a potential point of stress for the players and have made the decision to remove it, with or without feedback.
I'd wager that some of their other decisions also followed the same process. Kaiten removal, PLD rework, BLM systems rework, etc. Nobody really asked for any of those, but they all include the removal of a point(s) of failure that could stress people out.


Right, but the VPR design that included Noxious Gnash, and the back-to-back positionals on the followup GCDs from Dreadwinder, went live. We didn't even get to see Eukrasian Dyskrasia stacking with Eukrasian Dosis, it was removed before it even made it to live. We at least got to have a bit of a say about VPR, that made them change course slightly on what they planned to do (remove some of the positionals), but we didn't even get that with SGEWe can look at the interview where they discussed the VPR changes to glean some insight here.
They didn't actually follow any feedback there, they just identified it as a potential point of stress for the players and have made the decision to remove it, with or without feedback.
I'd wager that some of their other decisions also followed the same process. Kaiten removal, PLD rework, BLM systems rework, etc. Nobody really asked for any of those, but they all include the removal of a point(s) of failure that could stress people out.




Fact of the matter is, if there was some silent majority who simply loved the current healer design, this thread wouldn’t be nearing the 1000 page mark. And we wouldn’t have posts like this:
https://www.reddit.com/r/ffxivdiscus..._pretty_rough/
Where people are complaining about waiting hours for healer slots to fill in PF
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). Then, there was purposely drifting LSS and Font to match the old 150s PoM and/or 90s Blood Lily. Good times, that was.


