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  1. #51
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,423
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    tbf we knew they were going to take the High route since EW with BLM using High FireII and BlizzardII. YoshiP mentioning he didn't want to use weirder suffixes in the JP version like -gyo -za and so on after -ga and -ja.
    And in terms of Final Fantasy WHM, at least Cure will feel worth using instead of being the bottom of the barrel option.


    Unrelated, I did recently notice that Holy doesn't have an mp cost on it so something's clearly different about it and how I'd feel about the job would probably change one way or the other based on that.
    (0)

  2. #52
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,741
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Azurarok View Post
    Unrelated, I did recently notice that Holy doesn't have an mp cost on it so something's clearly different about it and how I'd feel about the job would probably change one way or the other based on that.
    This makes sense as it seems all damage skills are now with baked in %-AoE.

    Which also makes sense, as FF14 unlike some other MMOs utilizes no mezzes or such.
    (1)

  3. #53
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,423
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Right, if they made it some powerful attack spell that has some special requirement to use effectively I'd be for it.

    If it's just been diminished to an aoe stun that's damage neutral with glare I'd be pretty disappointed
    (1)

  4. #54
    Player
    LililyLily's Avatar
    Join Date
    May 2026
    Posts
    1
    Character
    Lilily Lily
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    I don't understand why they want to make WHM easier. They don't do that for the other ARR classes. I've never heard Yoshi-P say that Monk needs to be the easy dps, so why does WHM get that treatment?

    It is especially annoying since WHM has the best lore of all of the healer classes. It was literally created to fight against the Mhach BLMs. A war which ended in a calamity, causing white magic to be banned, with Padjai as the only allowed practitioners. On top of that, they have ties to earth, water, air, and light magics along with blood magic and necromancy. WHMs, based on lore alone, should be the most terrifying healers out of the four. A class, that in other games, is the faith-based healer (which is arguably more Astro's territory in this game, due to their connection to the Twelve) instead is wiling to turn to "darker" magics in order to win. The blood lily only becomes available once us or our companions get healed by us enough times. Which would imply it's our blood and their blood used to create the lily.

    Instead of using any of that to influence WHM's identity they have decided to double down on WHM being the easy class and on it being the gcd healer.
    Honestly, it just feels like a slap in the face at this point.

    Evolved mode could have been used to explore into the lore of all of the classes further but instead they are just using it to dumb everything down.
    (2)

  5. #55
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    7,078
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Everyone all like “SMN is better because it acts like games restricted by 1980’s hardware” till every skill old WHM’s used to have is deleted from the game and then suddenly it becomes “WHM has an identity in 14 and that’s all that matters, its identity is “I got a lobotomy””
    (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

  6. #56
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,746
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Azurarok View Post
    tbf we knew they were going to take the High route since EW with BLM using High FireII and BlizzardII. YoshiP mentioning he didn't want to use weirder suffixes in the JP version like -gyo -za and so on after -ga and -ja.
    And in terms of Final Fantasy WHM, at least Cure will feel worth using instead of being the bottom of the barrel option.


    Unrelated, I did recently notice that Holy doesn't have an mp cost on it so something's clearly different about it and how I'd feel about the job would probably change one way or the other based on that.
    The suffixes "gyo" and "za" don't even exist in Final Fantasy. Za is strictly a KH thing that only lasted more than 1 game because of the localization ignoring the JP original.
    It's default -> ra -> da -> ga -> ja. And they could have gone the smart route that XI took, by using the suffixes to indicate how the spell worked (ST, AoE, centered AoE, etc) with the roman numerals indicating 'tier'. Which would make sense considering how much this game takes straight out of XI.

    Quote Originally Posted by LililyLily View Post
    I don't understand why they want to make WHM easier. They don't do that for the other ARR classes. I've never heard Yoshi-P say that Monk needs to be the easy dps, so why does WHM get that treatment?

    It is especially annoying since WHM has the best lore of all of the healer classes. It was literally created to fight against the Mhach BLMs. A war which ended in a calamity, causing white magic to be banned, with Padjai as the only allowed practitioners. On top of that, they have ties to earth, water, air, and light magics along with blood magic and necromancy. WHMs, based on lore alone, should be the most terrifying healers out of the four. A class, that in other games, is the faith-based healer (which is arguably more Astro's territory in this game, due to their connection to the Twelve) instead is wiling to turn to "darker" magics in order to win. The blood lily only becomes available once us or our companions get healed by us enough times. Which would imply it's our blood and their blood used to create the lily.

    Instead of using any of that to influence WHM's identity they have decided to double down on WHM being the easy class and on it being the gcd healer.
    Honestly, it just feels like a slap in the face at this point.

    Evolved mode could have been used to explore into the lore of all of the classes further but instead they are just using it to dumb everything down.
    CNJ/WHM used to have more spells that were very directly water and earth coded before Stormblood. Fluid Aura, Stoneskin (understandably redundant because of SCH), etc. Now their fantasy is angelic healer using holy power of light like the healers in 99% of the RPGs.
    (0)
    Last edited by ReynTime; Yesterday at 09:33 PM.

  7. #57
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,423
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by ReynTime View Post
    The suffixes "gyo" and "za" don't even exist in Final Fantasy. Za is strictly a KH thing that only lasted more than 1 game because of the localization ignoring the JP original.
    It's default -> ra -> da -> ga -> ja. And they could have gone the smart route that XI took, by using the suffixes to indicate how the spell worked (ST, AoE, centered AoE, etc) with the roman numerals indicating 'tier'. Which would make sense considering how much this game takes straight out of XI.
    The -gyo one is specifically a running joke in XIV (YoshiP's joked about it numerous times), brought up in one of the books lying around Gubal hard. Also you're the first one I've seen say they should've stuck to the roman numerals

    CNJ/WHM used to have more spells that were very directly water and earth coded before Stormblood. Fluid Aura, Stoneskin (understandably redundant because of SCH), etc. Now their fantasy is angelic healer using holy power of light like the healers in 99% of the RPGs.
    It's likely this is one of the reasons why they're adding action skins and we'd probably see stuff like Stone over Glare and AeroIII over Sanctuary. I'd much rather they actually make those skills come back and build mechanics around them, but I've been shot down by folks who prefer the current light/flower mage because it's cuter.

    They've tried too many things with healers to fully satisfy everyone who played them and they also keep trying to attract a different crowd every iteration because each one seems to also lose players
    (0)

  8. #58
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,559
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Azurarok View Post
    Also you're the first one I've seen say they should've stuck to the roman numerals
    I also think that, if they were going to copy FF11 so hard originally that it almost killed the game, it's weird that they didn't copy THAT aspect of FF11

    In some regions, they use Numerals, in others they use the traditional suffixes, and in French specifically, they have an entirely new system of 'Extra, Mega, Giga'. And then for High Fire, it's 'Extra Feu Majeure'. Since FF11 was such a heavy inspiration for this game's original form, taking the system from FF11 for Spell Power/Naming probably would have made a lot more sense as it'd have kept every region's naming conventions identical.

    As an example, WHM has Cure3, which is weaker than Cure2. Or in JP, it's Curaga and Cura, but both systems imply that Cure3 is stronger than Cure2, which it only is when it's hitting multiple targets. But in neither version, does the name convey that 3/Aga is AOE, and 2/Ra is ST.

    With FFXI naming conventions, however, WHM would have Cure, Cure II, and then Curaga. Numeral denotes the 'rank', -Aga denotes that it's AOE.

    The best example is BLM. It had to have an entire new category created, because they ran out of suffixes in JP (High X). With the 11 system, instead of Fire I/III/IV for ST and Fire II/High Fire II for AOE, they'd have Fire, Fire II, Fire III (leaving room for a hypothetical Fire IV to be added later) in Single Target, and for AOE they'd have Firaga, and Firaga II.

    PCT's AOE combo would be Firaga in Red/Watera in Blue etc. instead of 'Fire II in Red', which sounds a bit less silly. Same with RDM's VerThunder II becoming VerThundaga. Or BLM's Thunder II/IV being Thundaga/Thundaga II

    Then, when you get to that one book in Gubal Library that mentions that the Amdapori were debating the name of a potent new Cure spell, and settled on Cure IV, you'd go 'wow I didn't even know there was a Cure III, let alone a Cure IV! Those Amdapori guys must have been crazy strong, I guess that explains how they were partially responsible for a calamity'
    (0)
    #FFXIVHEALERSTRIKE
    Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

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