The tier was good, some of you should try it.
Most of these issues have nothing to do with healing and everything with the core principals around fight design. Savage is just a dance you memorize with maybe 1 or 2 ORDER random mechanics. Rotations are stale and don't change throughout the 5-15 minute fights.
This game needs procs.
This game needs heals to be impactful.
This game needs more consistent and random damage.
This game needs tanks to not be able to self sustain heal so easily (looking at you warrior)
"but they are clearly making tank and dps mit/heals even stronger in DT because the new savages will surely require tons of healing to make up for it"This savage tier was the last straw that broke my back.
I gave it a try with competent friends and got bored out to death by the designs & the lack of healing to do on most (not M3S) fights.
When I'm not healing, either a friend of mine plays healer or we can't find one.
What I was looking for (engaging savage with good designs) as a last beacon of hope to stay on FFXIV as disappointed me greatly, as it was one of my main enjoyment with fishing when I started playing.
For now, I've decided to move on and stop FFXIV, I might come back in 7.55 for the legendary fishes and maybe prepare for the release of the 8.0 (copious amounts of copium for the job overhaul).
I haven't tried the savage myself yet, but reading this, I'm not suprised in the least to hear that it will be another round of Glare spam
Last edited by Gullis; 08-03-2024 at 06:56 PM.
There really is no true random damage as all random damage has a window in which it could happen. Once you know those windows it easy to be ready for that damage should it happen eliminating any threat it posed.Most of these issues have nothing to do with healing and everything with the core principals around fight design. Savage is just a dance you memorize with maybe 1 or 2 ORDER random mechanics. Rotations are stale and don't change throughout the 5-15 minute fights.
This game needs procs.
This game needs heals to be impactful.
This game needs more consistent and random damage.
This game needs tanks to not be able to self sustain heal so easily (looking at you warrior)
Note: Taking advice from a players alt, is like taking advice from a voice in a dark room. Criticism is a two way street remember that!!
The easy solution would be enmity management. Suddenly tanks and healers in all forms of content would have something to do. But we can't have that because "muh numbers".
If you mean this in any way similar to what we had before, then you'll have "solved" the lack of things to do for about the first 10 GCDs only and have cost us each 4 buttons to do so...
And if not, you're going to need an actual description.
Enmity "management" wasn't removed merely over "muh numbers". It was removed because it's a permanent and inflexible table that therefore has little to no optimization available to it beyond not overEnting, much like GCD healing.
I have been saying this for years, but they wont do it because some lvl 100 noob will find it to difficult to actually heal an encounter.Most of these issues have nothing to do with healing and everything with the core principals around fight design. Savage is just a dance you memorize with maybe 1 or 2 ORDER random mechanics. Rotations are stale and don't change throughout the 5-15 minute fights.
This game needs procs.
This game needs heals to be impactful.
This game needs more consistent and random damage.
This game needs tanks to not be able to self sustain heal so easily (looking at you warrior)
#FFXIVHEALERSTRIKE
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