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  1. #1
    Player Angeldust's Avatar
    Join Date
    Sep 2024
    Posts
    50
    Character
    Yesuntei Kagon
    World
    Cuchulainn
    Main Class
    Monk Lv 61

    You can make everyone happy--- if you actrually try

    As the title says I'm sick of this excuse "We can't please everyone, we can't make everyone happy" Yes you can, but you are just too lazy/ or just don't care to do so.

    How can you please everyone you make ask however it is rather simple to do you listen to all sides a b and c and think to yourself. Below are examples they used this excuse on:

    Zeno's interaction in garland with the face and three options: We chose a lazy face for all the options you could select because some people love him, some hate him and others are indifferent.

    Solution: Tag the face to the option that is selected, if you make a smug teasing comment, use the grin emotion tagged to the dialog select if you hate him select the anger or fume emotion to the tagged dialog. And if you love him give a lovely emotion tagged to the dialog.
    You can please all three people just by giving a tag to the dialog to trigger an emotion or different stance. Not rocket science how to please everyone with things like story interactions.


    With jobs: the solution to all the problems here of "people don't like it this way, so we change it this way then those people don't like it endless cycle... bs"

    The solution to this is rather simple if you don't like how it was originally designed don't play it, but if you want to please party a and b then the next solution is when you remove you also create.

    Example summoner: while I enjoy the new summoner outside it being scammed in dawn-trail out of getting the next 3 primal.. the old dot system just got deleted and was never reformed.

    The solution to this scenario is when you remove all the dots from summoner you should always create a new job that is 100% on that system for those that love it, a great example of an ff job to do this with is a mystic knight or geomancer hell even chemist could be 100% dots and buff system carrying around a giant needle as a weapon to inject teammates to buff them and inject enemies to poison, dot or inflict damage upon them. It is perfectly okay to have jobs that are similar to current ones with a different weapon and combat system it doesn't matter if they are close if they use a different system to fight and support.


    So don't using the excuse you cant make everyone happy or please everyone and just come out and say the truth you don't want to even try to, you don't want to spend the time and effort in order to do so.

    Its annoying and honestly a false excuse that only simpletons would even believe, you a. dont want to put in effort b: dont care, and c. Don't have the balls to tell people not every job or everything is for every type of player, tell people if they do not like how x y z plays don't play it and just tell them to wait until we add something similar to plays with a system they may enjoy instead of reshaping it and stealing from those that enjoy current verison.
    (16)
    Last edited by Angeldust; 10-04-2024 at 05:10 AM.

  2. #2
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    497
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    One would think with some 20+ jobs now that we'd have enough flavours of everything to please 90% of people but for some reason the devs don't want 20+ flavours of FF14, they want maybe 8 flavours of FF14 and even those share a similar set of cores. Of course you can't please everyone with 8 fundamentally similar flavours of the same thing.

    That said, just as big a part of people being unhappy as the lack of distinct flavours is (as we see in the healer strike/tank threads) serious balance issues. Further to that, both of those issues interact heavily with encounter design which I agree with others has become stagnant and perhaps even lazy. The dev team really should stop appealing to the lowest common demoninator and demand people at level 70+ actually play their role by designing and balancing jobs and content in a way that reflects that demand.
    (34)

  3. #3
    Player Angeldust's Avatar
    Join Date
    Sep 2024
    Posts
    50
    Character
    Yesuntei Kagon
    World
    Cuchulainn
    Main Class
    Monk Lv 61
    Quote Originally Posted by Alice_Rivers View Post
    One would think with some 20+ jobs now that we'd have enough flavours of everything to please 90% of people but for some reason the devs don't want 20+ flavours of FF14, they want maybe 8 flavours of FF14 and even those share a similar set of cores. Of course you can't please everyone with 8 fundamentally similar flavours of the same thing.

    That said, just as big a part of people being unhappy as the lack of distinct flavours is (as we see in the healer strike/tank threads) serious balance issues. Further to that, both of those issues interact heavily with encounter design which I agree with others has become stagnant and perhaps even lazy. The dev team really should stop appealing to the lowest common demoninator and demand people at level 70+ actually play their role by designing and balancing jobs and content in a way that reflects that demand.
    Id argue it has nothing to do with balance, but the fact they put in all these "god modes" on other jobs that lets face it shouldn't have those at all period a player should really on a healer in content, they don't bother making healers fun are given healers something else to do like maintaining a 60 second protect or shell buff, they refuse to give healer any support ability to protect, increase damage like faith bravery etc, I don't think its a balancing issue they just give nothing to healers to make them fun to play, instead they remove things from healer like stoneskin in arr, or protect etc and in turn buff up tanks and others with healing abilities instead of making potions better for self healing when they are alone, and making chocobos have more ranks so they can heal better when in solo play in fates and open world content.


    as a healer you typically throw your dot out and hit 1 or 2 buttons 70% of the time, which boils down the problem with this game is how they view every job as just green blue and red dps instead of making combat systems that require everyone to do what their ROLE JOB IS, i mean in alliance raids you only need one or two tanks you rarely need all three the other two are just there in case the main tank is stupid or rare occusiaonly need to provoke off. they have two healers but in most content one just can do pure dps, not required to have both being active which is both a failure on the jobs and fight systems in combat plus you have what 2min or less split mechnicas in some of the fights that are over all irrelevent to healers and tanks its just another dps check
    (3)
    Last edited by Angeldust; 10-04-2024 at 05:19 AM.

  4. #4
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    One would think with some 20+ jobs now that we'd have enough flavours of everything to please 90% of people but for some reason the devs don't want 20+ flavours of FF14, they want maybe 8 flavours of FF14 and even those share a similar set of cores. Of course you can't please everyone with 8 fundamentally similar flavours of the same thing.

    That said, just as big a part of people being unhappy as the lack of distinct flavours is (as we see in the healer strike/tank threads) serious balance issues. Further to that, both of those issues interact heavily with encounter design which I agree with others has become stagnant and perhaps even lazy. The dev team really should stop appealing to the lowest common demoninator and demand people at level 70+ actually play their role by designing and balancing jobs and content in a way that reflects that demand.
    Adding too much flavor easily leads to jobs being unbalance, and that absolutely cannot happen. Jobs are designed solely to appease the savage raiders and they want them all within 1% of each other and all buffs must align so jobs can enter their burst window together.
    (0)

  5. #5
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    497
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by SieyaM View Post
    Adding too much flavor easily leads to jobs being unbalance, and that absolutely cannot happen. Jobs are designed solely to appease the savage raiders and they want them all within 1% of each other and all buffs must align so jobs can enter their burst window together.
    As long as the burst phase aligns at the 120s mark they can do whatever they want with cooldowns along the way. 30s, 40s, 15s, 20s, hell NIN has a 90s cooldown in it's opener. "Different but equal" is a valid balancing concept that works in RTS, there's no reason for it to not work in MMOs.
    (0)

  6. #6
    Player
    CVXIV's Avatar
    Join Date
    Jan 2024
    Posts
    660
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    given what I've seen in the forums I am convinced some people will never be happy
    (25)

  7. #7
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,766
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by CVXIV View Post
    given what I've seen in the forums I am convinced some people will never be happy
    This is what I saw when I read OP.

    There are people who cannot articulate what it is they want. Or if they do say exactly what it is they want, they are describing a completely different game, and I wonder why the hell they're playing XIV and not playing that other game instead.

    Other games exist! If XIV doesn't make you happy, you can go play them! If you are burnt out, you can do something different! Stop playing a game that doesn't spark joy!

    Your criticisms of XIV can be valid, but as long as you're still playing and throwing your money at SE, they won't change anything.
    (3)

  8. #8
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,408
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Catwho View Post
    This is what I saw when I read OP.

    There are people who cannot articulate what it is they want. Or if they do say exactly what it is they want, they are describing a completely different game, and I wonder why the hell they're playing XIV and not playing that other game instead.

    Other games exist! If XIV doesn't make you happy, you can go play them! If you are burnt out, you can do something different! Stop playing a game that doesn't spark joy!

    Your criticisms of XIV can be valid, but as long as you're still playing and throwing your money at SE, they won't change anything.
    Is “I want what 14 used to be” wanting a different game because genuinely a return to SB on almost every front except maybe MSQ production value would be an improvement for me. I don’t remember being polled on if I wanted to go in the current direction
    (3)
    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

  9. #9
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,766
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Is “I want what 14 used to be” wanting a different game because genuinely a return to SB on almost every front except maybe MSQ production value would be an improvement for me. I don’t remember being polled on if I wanted to go in the current direction
    Your best method of expressing your voice with a company is money. Stop buying their product.

    Pokémon Go had a horrible update a few months ago, where they rolled out a graphics update that wasn't ready and most of the gear had been updated using AI (and so was trash.) They unified their skeleton mesh for both male and female avatars, and we joked that they deleted women from the game (it wasn't a joke. They deleted women from the game.)

    It was so awful that tons of us just.... stopped playing. I'd been a daily player since 2016. I usually tossed them $20 a month for coins and remote raid passes, because I found gym grinding to be a chore I didn't want to bother with.

    And I quit cold turkey.

    I wasn't the only one. The backlash against the terrible update was swift and deep. For a lot of players, it was the straw that broke the camel's back.
    (4)

  10. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Is “I want what 14 used to be” wanting a different game because genuinely a return to SB on almost every front except maybe MSQ production value would be an improvement for me. I don’t remember being polled on if I wanted to go in the current direction
    I wonder, if I were to respond to

    Quote Originally Posted by Catwho View Post
    There are people who cannot articulate what it is they want. Or if they do say exactly what it is they want, they are describing a completely different game, and I wonder why the hell they're playing XIV and not playing that other game instead.
    with something like this:

    Hello everyone, this is what I'd do to rework and modernize WHM

    WHITE MAGE ACTIONS


    Level 1: Stone, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 170.

    Level 2: Cure, 1.5s Cast, 2.5s Recast, Cost: 500 MP
    Restores target's HP.
    Cure Potency: 450

    Level 4: Aero, Instant, 2.5s Recast, Cost: 200 MP
    Deals Wind damage with a potency of 60.
    Additional Effect: Wind damage over time
    DOT Potency: 50
    Duration: 12s

    Level 8: Protect, 60s
    Grants Protect to self and nearby allies.
    Protect Effect: Reduces damage taken by self and nearby allies by 5%
    Duration: 10s

    Level 10: Medica, 1.5s Cast, 2.5s Recast, Cost: 1000 MP
    Restores own HP and the HP of all nearby party members.
    Cure potency: 300
    NOTE: Radius increased to 20y

    Level 12: Raise, 8s Cast, 2.5s Recast, Cost: 2400 MP
    Resurrects target to a weakened state.

    CLASS QUEST
    Level 15: Water, Instant, 15s Recast, MP cost: 200 MP
    Deals Water damage with a potency of 210.
    This action does not share a Recast Timer with other actions.
    NOTE: On the GCD, but a seperate cooldown, akin to Sonic Break on GNB, or Goring Blade on Paladin

    Level 18: Stone 2, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 190.

    Level 22: Water 2, Instant, 15s Recast, Cost: 200 MP
    Deals Water damage with a potency of 230.
    This action does not share a Recast Timer with other actions.

    Level 24: Cure 2, 1.5s Cast, 2.5s Recast, Cost: 500 MP
    Restores target's HP.
    Cure Potency: 700
    NOTE: Cure 1 upgrades into Cure 2 via a Trait, saving hotbar space.

    Level 28: Aero 2, Instant, 2.5s Recast, Cost: 200 MP
    Deals Wind damage with a potency of 100.
    Additional Effect: Wind Damage over time
    DOT Potency: 60
    Duration: 12s

    Level 30: Medica 2, 1.5s Cast, 2.5s Recast, Cost: 1000 MP
    Restores own HP and the HP of all nearby party members.
    Cure potency: 300
    Additional Effect: Regen
    Regen Potency: 100
    Regen Duration: 12s
    NOTE: Medica 1 upgrades into Medica 2. Heals for the same 700p as Endwalker, but one tick is frontloaded
    to make the base potency equal to Medica 1's potency.

    JOB QUEST
    Level 30: Stoneskin, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to target that absorbs damage equal to a heal of 400 potency.
    NOTE: Lily Gauge is unlocked at 30 instead of 52

    Level 35: Regen, Instant, 2.5s Recast, Cost: 250 MP
    Grants healing over time effect to target.
    Cure Potency: 200
    Duration: 18s

    JOB QUEST
    Level 35: Presence of Mind, 120s CD
    Reduces spell cast time and recast time, and auto-attack delay by 20%.
    Duration: 15s

    Level 40: Cure 3, 1.5s Cast, 2.5s Recast, Cost: 1500 MP
    Restores own or target party member's HP and all party members nearby target.
    Cure Potency: 500
    NOTE: Radius is still 10y

    JOB QUEST:
    Level 40: Divine Seal, 120s CD
    Increases healing magic potency by 20%.
    Duration: 20s

    Level 45: Graniteskin, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to self and nearby party members that absorbs damage equal to a heal of 200 potency.

    JOB QUEST
    Level 45: Holy, 1.5s Cast, 2.5s Recast, Cost: 300 MP
    Deals Unaspected damage with a potency of 140 to all nearby enemies.
    Additional Effect: Stun
    Duration: 4s

    Level 50: Benediction, 180s
    Fully restores a target's HP.

    JOB QUEST
    Level 50: Blessing of the Elementals, Instant, 2.5s Recast, Cost: 50 Vigilance
    Entreat the Elementals for aid, restoring HP to self and nearby allies.
    Cure Potency: 500
    Additional Effect: Blooms one 'Petal of River's Rage'
    Additional Effect: Blooms one 'Petal of Wrathful Winds'
    Additional Effect: Blooms one 'Petal of Earthen Ire'
    Additional Effect: Restores 500 MP

    Level 50: Quake, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage to target and nearby enemies, with a potency of 290 for the first enemy, and 50%
    less for all remaining enemies.
    Can only be executed while a Petal of Earthen Ire is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of Earthen Ire upon execution.
    This Action cannot be assigned to a hotbar.
    NOTE: Stone turns into Quake while a Petal of Earthen Ire is blooming.

    Level 50: Flood, Instant, 2.5s Recast, Cost: 200 MP
    Deals Water damage to target and nearby enemies, with a potency of 330 for the first enemy, and 50%
    less for all remaining enemies.
    Can only be executed while a Petal of River's Rage is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of River's Rage upon Execution.
    Shares a cooldown with Water.
    This Action cannot be assigned to a hotbar.
    NOTE: Water turns into Flood while a Petal of River's Rage is blooming.

    Level 50: Tornado, Instant Cast, 2.5s Recast, Cost: 200 MP
    Deals Wind damage to target and nearby enemies, with a potency of 130 for the first enemy, and 50%
    less for all remaining enemies.
    Additional Effect: Wind damage over time
    DOT Potency: 80 for first target, 40 for all remaining enemies
    Duration: 12s
    Can only be executed while a Petal of Wrathful Winds is blooming in the Nature's Vigilance Gauge.
    Consumes a Petal of Wrathful Winds upon execution.
    This Action cannot be assigned to a hotbar.
    NOTE: Aero turns into Tornado while a Petal of Wrathful Winds is blooming. This DOT cannot be placed
    on an enemy at the same time as Aero (they overwrite each other)

    NOTE: Please see the Trait 'One with Nature' for more info about the Nature's Vigilance Gauge.

    JOB QUEST
    Level 52: Afflatus Solace, Instant, 2.5s Recast, Cost: 1 Lily
    Restores target's HP.
    Cure Potency: 700

    JOB QUEST
    Level 52: Asylum, 90s
    Envelops a designated area in a veil of succor, granting healing over time to self and allies who enter.
    Cure Potency: 100
    Duration: 24s

    JOB QUEST
    Level 54: Stone 3, 1.5s Cast, 2.5s Recast, Cost: 200MP
    Deals Earth damage with a potency of 220.

    JOB QUEST
    Level 54: Water 3, Instant, 15s Recast, Cost: 200MP
    Deals Water damage with a potency of 260.
    This action does not share a Recast Timer with other actions.

    JOB QUEST
    Level 56: Assize, 40s CD
    Deals unaspected damage with a potency of 400 to all nearby enemies.
    Additional Effect: Restores HP to self and nearby allies
    Cure Potency: 400
    Additional Effect: Restores 500MP

    JOB QUEST
    Level 58: Tetragrammaton, 60s CD
    Restores target's HP.
    Cure Potency: 700

    JOB QUEST
    Level 60: Afflatus Tragedy, Instant, 2.5s Recast, Cost: 1 Blood Lily
    Deals unaspected damage to target and enemies nearby it, with a potency of 800 for the first enemy,
    and 50% less for all remaining enemies.

    Level 62: Thin Air, 60s CD
    Next spell is executed without cast time, and without MP cost.
    NOTE: Yes this includes Raise

    Level 64: Stone 4, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Earth damage with a potency of 260.

    Level 64: Water 4, Instant, 15s Recast, Cost: 200 MP
    Deals Water damage with a potency of 300.
    This action does not share a Recast Timer with other actions.

    NOTE: At level 64, Afflatus Tragedy's potency increases to 1000 via Trait, to keep up with the
    increase to Stone's potency

    Level 66: Divine Benison, 30s
    Applies a barrier to target that absorbs damage equivalent to a heal of 500 potency.
    Duration: 15s

    Level 68: Plenary Indulgence, 60s
    Grants 'Confession' to self and nearby allies.
    Confession Effect: Reduces damage taken by 5%
    Additionally, upon being affected by the direct cast of Medica 2, Cure 3, Graniteskin or
    Afflatus Rapture, 'Confession' triggers an additional healing effect.
    Cure Potency: 200
    Duration: 10s

    JOB QUEST
    Level 70: Afflatus Rapture, Instant, 2.5s Recast, Cost: 1 Lily
    Restores HP of self and nearby allies.
    Cure Potency: 300

    Level 72: Glare, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 300.

    Level 72: Banish, Instant, 15s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 340.
    This action does not share a Recast Timer with other actions.

    Level 72: Dia, Instant, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 150.
    Additional Effect: Unaspected damage over time
    DOT Potency: 70
    Duration: 12s

    Level 74: Afflatus Misery, Instant, 2.5s Recast, Cost: 1 Blood Lily
    Deals unaspected damage to target and enemies nearby it, with a potency of 1200 for the first enemy,
    and 50% less for all remaining enemies.

    Level 76: Afflatus Bastion, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to target that absorbs damage equal to a heal of 450 potency.
    NOTE: Upgrade of Stoneskin

    Level 76: Afflatus Sanctuary, Instant, 2.5s Recast, Cost: 1 Lily
    Applies a barrier to self and nearby party members that absorbs damage equal to a heal of 250 potency.
    NOTE: Upgrade of Graniteskin

    Level 80: Temperance, 120s
    Increases healing magic potency by 20%.
    Additionally, grants Temperance to self and allies, reducing damage taken by 10%.
    Duration: 20s

    Level 82: Glare 3, 1.5s Cast, 2.5s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 310.

    Level 82: Banish 3, Instant, 15s Recast, Cost: 200 MP
    Deals Unaspected damage with a potency of 350.
    This action does not share a Recast Timer with other actions.

    NOTE: Afflatus Misery's potency increases to 1240 at this level to keep parity with Glare 3's potency

    Level 84: Holy 3, 1.5s Cast, 2.5s Recast, Cost: 300 MP
    Deals Unaspected damage with a potency of 150 to all nearby enemies.
    Additional effect: Stun
    Duration: 4s

    Level 86: Aquaveil, 60s
    Reduces damage taken by self or an ally by 15%.
    Duration: 8s

    Level 90: Liturgy of the Bell, 180s
    Places a healing blossom at the designated location, and grants 5 stacks of 'Liturgy of the Bell' to self.
    Duration: 20s
    Taking damage will spend a stack to heal self and all party members within 20y of the blossom.
    Cure Potency: 400
    This healing effect can only be triggered once per second.
    Additionally, any remaining stacks at the end of the duration, or upon executing this action a second
    time, will be consumed to cause an additional healing effect.
    'Detonation' Cure Potency: 200 per remaining stack


    TRAITS


    Level 18: Mastery of the Earth
    Upgrades Stone to Stone 2.

    Level 20: Maim and Mend
    Increases base action damage and HP restoration by 10%

    Level 22: Mastery of the Rivers
    Upgrades Water to Water 2.

    Level 24: Cure Mastery
    Upgrades Cure to Cure 2.

    Level 28: Mastery of the Winds
    Upgrades Aero to Aero 2.

    Level 30: Secrets of the Lily
    Enables the accumulation of Lilies on the Lily Gauge, with a new Lily blooming every 20s you are engaged
    in combat, up to a maximum of 3.

    Level 30: Medica Mastery
    Upgrades Medica to Medica 2.

    Level 32: Freecure
    Grants a 20% chance that after casting Cure 2, Stone 2 or Water 2, your next Cure 2 will cast instantly,
    and cost 0 MP.
    Duration: 10s

    Level 40: Maim and Mend II
    Increases base action damage and HP restoration by 30%

    Level 46: Overcure
    While Medica 2's Regen effect is present on the WHM, Cure 3's MP cost is halved.

    Level 50: One with Nature
    Enables the accumulation of Nature's Vigilance in its gauge by executing certain actions. 50 Vigilance
    can be spent to execute 'Blessing of the Elementals'.
    Stone and Quake grant 1 Vigilance.
    Water and Flood grant 5 Vigilance.
    Aero and Tornado grant 5 Vigilance, 1 when cast, and 1 each time the damage over time deals damage.
    Holy grants 2 Vigilance per enemy hit.
    Afflatus Tragedy/Misery grants 5 Vigilance.

    Cure 2 grants 5 Vigilance.
    Regen grants 10 Vigilance, 4 when cast, and 1 each time the healing over time triggers.
    Medica 2 grants 15 Vigilance, 3 each time the healing over time triggers.
    Cure 3 grants 10 Vigilance.

    Level 54: Natural Mastery 2
    Upgrades Stone 2 to Stone 3, and Water 2 to Water 3.
    Additionally, increases the potency of Quake to 320, and Flood to 360.

    Level 60: Transcendent Afflatus
    Adds a Blood Lily to the Lily Gauge. Each Lily spent causes the Blood Lily to bloom by one stage.
    After three Lilies are spent, the Blood Lily blooms fully and can be spent on Afflatus Tragedy/Misery.

    Level 64: Natural Mastery 3
    Upgrades Stone 3 to Stone 4, and Water 3 to Water 4.
    Additionally, increases the potency of Quake to 360, and Flood to 400.

    Level 68: Protection Mastery
    Upgrades Protect to Plenary Indulgence.

    Level 72: Infusion of Light
    Upgrades Stone 4 to Glare, Water 4 to Banish, and Aero 2 to Dia.
    Additionally, increases the potency of Quake to 400, and Flood to 440
    Additionally, increases the potency of Tornado to 180 and its damage over time potency to 90.

    Level 74: Afflatus Mastery
    Upgrades Afflatus Tragedy to Afflatus Misery.

    Level 76: Bastion of Light
    Upgrades Stoneskin to Afflatus Bastion, and Graniteskin to Afflatus Sanctuary.

    Level 78: Enhanced Asylum
    Adds an additional effect to Asylum, granting 10% increased HP recovery for any allies within.

    Level 82: Mastery of the Light
    Upgrades Glare to Glare 3, and Banish to Banish 3.
    Additionally, increases the potency of Quake to 410, and Flood to 450.

    Level 85: Healing Mastery
    Increases the healing potency of Cure II to 800, Regen to 250, Cure III to 600, Medica II to 400,
    Medica II's Regen effect to 150, Afflatus Solace to 800, and Afflatus Rapture to 400.

    Level 88: Enhanced Divine Benison
    Allows for the accumulation of charges of Divine Benison.
    Maximum Charges: 2


    THE NATURE'S VIGILANCE GAUGE



    (Please forgive me, I am not an artist)

    The Nature's Vigilance Gauge is learned upon reaching Level 50, and completing the Job Quest 'Heart of the Forest'. Upon gaining access to the Gauge, many previously learned actions will now generate Vigilance, stored in the gauge (displayed as the 'stem' of the flower). Upon reaching 50 Vigilance (displayed as reaching the 'leaves' of the flower), the execution of Blessing of the Elementals will become available. This spell is a strong AOE healing action, which also grants three new 'buffs', corresponding to each of the three natural elements, Wind, Water and Earth (displayed as the 'petals' of the flower).

    The Nature's Vigilance Gauge can hold up to two of each Petal, so spending 100 Vigilance back to back will not cause overcap. When a Petal is present on the Gauge, that element's spell (Stone/Glare, Aero/Dia, Water/Banish) will 'upgrade' into the ultimate Elemental Magic of that element: Quake, Tornado, and Flood respectively. These actions serve as a way to 'refund' the damage lost by casting Blessing of the Elementals, with the total increase over their base forms being equal to one cast of your current level of Stone/Glare (at max level, lower level potencies might be variable).

    In this example, we can see the player has 60 Vigilance stored, and has two of each Elemental Petal ready to use.


    I don't think it can be said that I can't articulate what I want. I said exactly what I want, but unlike the quote's assertion, I am not describing a 'completely different game'. I'm describing a version of FFXIV that I think would be 'better' in some way. I can't just go play 'that other game' instead, because it doesn't exist. The closest analogue to the game I 'want', is a previous version of FFXIV that no longer exists, not a different game entirely
    (3)
    Last edited by ForsakenRoe; 10-04-2024 at 09:31 PM.

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