Don't, just don't please.
it will deserve us more than anything.
Mention it, yeah, but don't flood.
I considered mentioning 'DreamBreath/FireBreath always do 100% of their damage/healing, with more being shifted out of the DOT/HOT and added to the 'instant' part at higher empowerment levels', and suggesting the same for BLM's Flare. Always does, say, 240, but it's like, level 1 is 180 plus 3 ticks of 20, level 2 is 200 plus 2 ticks of 20, level 3 is 240 plus 1 tick of 20, and level 4 is 240 all instantly.Something I want to point out here is that Empower abilities often have reasons to finish the cast at a lower empower level. Like Dream Breath there, if you fire it off immediately it has a stronger Heal Over Time effect, but if you channel, the HOT effect is weaker but the upfront healing is more.
But then I thought 'oh wait, SE can't solve the debuff cap issue (only work around it by removing debuffs)' and decided to delete the paragraph
Though an idea does strike now. For Flare, it could deal 240p as it does now to the primary target (and 30% less to secondary targets) at LV1, but empowering it further reduces the penalty to 20% at LV2, 10% at LV3, and no penalty (regardless of targets hit) at LV4. Also, if FlareStar were given this system, the visual effect of the ball growing in size with each level of empowerment would make it look/feel very cool
Last edited by ForsakenRoe; 09-27-2024 at 08:43 PM.
You're gonna have to yell louder that the 'Give compensation for DDoS' crowd and the 'DT story sucks' crowd.
Yoshi p made the comment if you like healing play ultimate. That’s the most rough way of kicking the healer players out. There is no way but up at this point in time. The Role is bland and boring and its kinda insane that people defend this design, like I had a tank single pack pulling in a dungeon even after asking him too pls pull more and I actually was just being afk and getting my water and he was 50 % as drk. I was actually falling asleep how bad it was.
You know what that person is right
We should treat the healer role with the same disdain as the developers do
Then when the entire game comes crashing down because they enforce healers in everything but never make them good to play so nobody plays them then the uncaring DPS mains and single brain cell WAR mains can finally realise that you can make healers redundant but you don’t get your roulette bonus unless a healer pops your queue
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
It would be physically impossible to completely flood it, unless people start using some actual spam bots which I would strongly recommend against... But if there was enough for it to be visible amongst all the Japanese chatters, and other complaints maybe Healers could for the first time in years get the tiniest bit of attention from the dev team.
Last edited by CaptainLagbeard; 09-27-2024 at 09:56 PM.
Collective Unconscious in it's original form until the incredible buff AST got in 3.4 was a very weak channeled action relative to the throughput of simply casting e.g. Helios over and over. It was AST's version of both Sacred Soil and Asylum, depending on your sect, with the caveat that you had to maintain it by not moving at all.I used to use Collective Unconscious on heavy dungeon pulls in HW/SB. The regen stacked with the others and you could use Time Dilation and Celestial Opposition to really get some hefty HoT numbers in Diurnal, then go into Gravity spam. It's always kinda been a skill you just flash to get the benefits, even way back then.
The only time I found it useful until 3.4 (where the effects both existed and you were able to 'flash' it like so many actions from DNC to PLD) was when I was out of MP or when the boss was not attackable so my GCD economy didn't matter, with the one notable exception during Sephirot Extreme's knock-up from the Storm of Words to avoid his raid wipe: at the time, getting launched did not interrupt channelled effects so AST could apply Collective's regen though this mechanic when the party was otherwise unable to act. They later patched this, probably in 3.4, not that they ever used a similar mechanic in a tough boss to heal ever again.
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