Speaking of substats, I also would like to know why tanks are allowed to extract DH materias from their own gears but not Healer's![]()
Speaking of substats, I also would like to know why tanks are allowed to extract DH materias from their own gears but not Healer's![]()
"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."
Can they? I wasn't aware they could, but if that's true, the only thing that comes to mind is 'Direct Hit used to be Accuracy, and Tanks used to get Accuracy on gear in HW and ARR' and it's some spaghetti holdover from those days
Stats in general need an overhaul to be honest. The main stats and Determination all effectively do the same thing (increase damage and healing), Critical and Direct Hit are effectively clone mechanics with different formulas (except that Direct Hit doesn't affect healing because...reasons), and separating Skill and Spell Speed only hinders jobs that use both weaponskills and spells. There's no stat apart from speed that actually changes how you play a job, and speed often changes the job negatively unless you meet certain thresholds. Tenacity is only as good as the attacks that get dished out, so there's no point adding more Ten unless it significantly helps out healers or would let us survive an otherwise deadly attack, of which the natural defences of the tanks already solves, and Piety is purely a prog stat that gets forced down our throats long after it's relevant.
The annoying thing about Piety is that some jobs would absolutely benefit from it more than healers; namely DRK. Piety DRK means extra Edge/Flood or TBN. Imagine if other jobs would make use of MP as a resource; old BRD had to spend MP on songs, Piety BRD would let it sing more often. HW SMN I believe had to swap between high MP casts and low MP casts based on how much MP they could spare, Piety SMN lets them use their bigger nukes more often. Pre-EW PLD had to have 80%+ MP to use Requiescat properly, which naturally came back after 60s, what if Requiescat had a lower cooldown and a Piety PLD could use Req more often? The current game can't make use of any of these ideas because of how rigid the class designs have to be for the 2 minute meta, but dammit that sounds way more intriguing, if hard to balance.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
Can you imagine a Direct Critical heal?
I think it's more that they're designed to be cheese/safety stats, and why should such a stat then also be wholly competitive in damage atop that?
They don't quite function as such because they just don't do enough Mit or MPR to be noticeable, but that's more a matter of all secondary stats in this game scaling at a snail's pace / having such a low available maximum early in each expansion. Frankly, they should probably be less penalized by leveling but increase in quantity less with ilvl thereafter, allowing more choice early in each expansion without overly exacerbating gaps in the final tiers from whatever quadratic scaling, etc. could otherwise be present.
Last edited by Shurrikhan; 08-15-2024 at 05:43 AM.
Team member logged the fun Tender Valley run I had and it turns out I'm good with mitigation healers:
The DPS was rather high, last boss got record quick meltdown. WHM pretty sure had zero hardcast heals, million holys. During that run I did hit a lot of party mitigation/regen timings (with mix of job/uncapped tome gear so low).
Another run, more typical with some screw ups, benes:
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