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  1. #1
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,839
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    7.2 will bestow us 5-10 more potencies to Glare III, Dia, Dia ticks (Why, yes! They are separate actions!!!), Dosis III and/or E.Dosis III. Or maybe to Phlegma III & Glare IV, even!

    Look, Mah! Healers are saved! /s
    (2)

    "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."

  2. #2
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,367
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    7.2 will bestow us 5-10 more potencies to Glare III, Dia, Dia ticks (Why, yes! They are separate actions!!!), Dosis III and/or E.Dosis III. Or maybe to Phlegma III & Glare IV, even!

    Look, Mah! Healers are saved! /s
    You wish you’ll get 10 more potency on the base heal of e prog 2 and that will be lauded as the solution to spreadlo and you’ll like it
    (1)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  3. #3
    Player
    kyyninen_kirahvi's Avatar
    Join Date
    May 2022
    Posts
    85
    Character
    Sami'a Amriyo
    World
    Phoenix
    Main Class
    White Mage Lv 90
    It seems like the desired healer complexity will be only in Cresent... I hope this is a test to see if it's worth it but I'm not getting my hopes up. Unless, they decide to limit the phanton job system somehow.
    (0)

  4. #4
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,428
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by kyyninen_kirahvi View Post
    It seems like the desired healer complexity will be only in Cresent...
    Not really. It doesn't look any different than a pre-determined set of Lost Actions so far.
    (1)

  5. #5
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    875
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    if it's anything like Bozja I'd figure some phantom jobs would have gimmicks that are intended to be used by healers and makes me wish it was in the main game.


    We had cleric stance there, perhaps we'll see time dilation here.
    (0)

  6. #6
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,969
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    Basically just bozja actions wrapped into a sub-job role package so having more skills usable. Like you can already tank as healer with a mix of bozja kills.
    (0)

  7. #7
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,325
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by technole View Post
    Basically just bozja actions wrapped into a sub-job role package so having more skills usable. Like you can already tank as healer with a mix of bozja kills.
    Hopefully no consumables anymore to get basic functions like enough dps to keep up with everyone else. BLM was especially bad because they literally had only one consumable for dps and it was like a 1 in 5 chance to even get it out of the crystals.
    (1)
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  8. #8
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    732
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    I find it funny how Geomancer and Chemist are included as phantom jobs. Hopefully for the most part, all phantom jobs rely on knowledge level and not consumables.
    (0)

  9. #9
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,367
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)

    Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse

    They might be able to get away with runescape’s bronzeman/ironman system if they wanted them to be permanent unlocks. Basically they are permanent but YOU have to get them yourself and they have complex unlock systems (like say to unlock phantom WHM ultimate action you need to level phantom SCH, AST, GEO, SGE, CHM and BRD to at least level 15) but even that encourages the “solo-ation” of an MMO like RuneScapes Ironman system does
    (0)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,787
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I would actually prefer they stick with consumables (like say charges of your phantom actions that require a consumable to recharge similar to RuneScapes armour degradation system)

    Reason being if you think about the content design of Bozja there is a huge amount of auxiliary content and demand driven by the fact that lost actions are limited. Cluster farms, star mobs, sprite reflection, desire to save prisoners in CLL, doing dal at all. All are driven by desire to gain more fragments to either use or sell. If the actions were permanent unlock you only need to get once then basically all of bozja’s auxiliary systems besides the core skirmish->CE->duel would fall away and make the experience way worse
    If they weren't 99 casts per consumable and said consumables didn't consume actual inventory space, I might be tempted to agree. As they are, though, it's just a inventory-bloating means of constraining changes in loadout that could just as easily be done without said inventory bloat, if those constraints were better for the experience (which I'm not certain it is, at least to the extent caused).

    That said, apply your logic to any other skill system unlock:

    Fire II now requires farming "Fire type" mobs in the range of level 18 to 26 to allow for a chance to drop an item to be taken to a particular town to be converted through a few menus into a pseudo-item limited in searchability and manipulation to a particular UI interface from which to eventually acquire an action allowing for 99 casts of Fire II. In this way the open world is kept "relevant" -- all driven by a desire to be allowed to use the skills you progressed the game to be able to use. After all, if the actions were permanent unlock, you'd only need to level your character to retain access to the whole of the gameplay meant for that higher level experience and all of XIV's auxiliary systems besides achievements and... leveling other classes/jobs... would fall away and make the experience way worse. /s

    Now, sure, that's base kit and the Lost actions are extra, but... again, I don't see why it would be preferable to deal with the bloat required by the current system over, say, simply acquiring the Lost Actions directly (no inventory bloat, no returning to camp), with up to X weight slotable at a time (swappable outside of combat), and where the slot itself retains the given CD, or lost actions being solely unlocked and then sourced off a handful of types of Essence akin to non-percentile MP generated only from kills and objective completion (with Action effects varying somewhat based on the Essence you junction to them, with one choice generally being best but perhaps harder to maintain).
    (0)

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