- Joined
- Jun 6, 2024
Leveling dungeons are casual content. People being upset that casual content is possible to complete with non-standard groups is retarded. These people talking about going on strike are really stupid.
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Unless you have no friends still playing (rip), you've been clearing out the daily roulettes with 1 tank 3 DPS whenever possible. It's considerably faster, with zero risk unless you have a serving of lead paint with every meal. You don't need a healer in dungeons, period. Like, fuck me, go ahead and look at Shake It Off and explain to me why you would need a healer when that thing aligns with every boss's AoE move.because some faggot streamer cleared the first dawntrail dungeon without any healers.
I think they want to is the point. Even when you're doing very difficult content, your job isn't really involved. More importantly, you can't save runs in the harder content.Boo fucking hoo, play a job that does something then.
This was said about Endwalker. Didn't happen, lolThis is not to mention the crazy amount of bonus healing all of the healers are getting, which leads me to believe we'll see necessary use cases for them in the next savage tier. Could be hopium though.
There's no way 99.9% of people are doing it, and the point of clearing it without a healer wasn't to make a point that the role is literally useless - it was to make the point that the sustain of every other class has gotten out of hand, if it's literally possible to do the absolute-hardest content in the game without one third of the trinity even involved.There's no fucking way most people are clearing TOP without healers.
Maybe just "something where you can die if you're wasted out of your mind and half blacking-out." The only time I've died in the EW dungeons as a tank was when I didn't understand the alternating-lasers mechanic in Smileton.Give me Aurum Vale on steroids
Really? I mean I wasn't around for Pharos Sirius but I was absolutely around when The Burn came out and played it on release. I have literally never heard of this complaint that it was too healing intensive.Dungeons like The Burn and Pharos Sirius had to be nerfed because some of the bosses and pulls were too much for healers and parties had a harder time clearing because the one person in the party who's supposed to keep them alive just couldn't keep up.
For the burn it was like the last 2 trash pulls before the last boss and then the final boss itself. It destroyed healers. Literally every time I got it, the healer would die or let everyone else die because they couldn't keep up with the damage output.Really? I mean I wasn't around for Pharos Sirius but I was absolutely around when The Burn came out and played it on release. I have literally never heard of this complaint that it was too healing intensive.
Tankbuster hit? Lustrate. Well, actually, Exoc probably already took care of it, so nevermind. AoE damage? Indomitability, followed maybe with Embrace if it was especially bad.But it is also true that the game is this piss easy because healers suck ass and are too worried about their DPS optimization instead of keeping the party alive.
farming retries is basically the same thing.Since we're on the topic of dumb changes no one wants or needs, I want to be able to pick where my Wonderous Tails seals go. Will I cheat the system? Fuck yes. Would it be worth it? Absolutely.
The line between "I can do this with hardcasts" and "the floor is going to file a sexual assault lawsuit against this tank" is very thin.Healer's kits just don't match up with the reality of how damage works in this game.
It's that easy now because people who were bad at healing complained rather than improved. SE was too quick with nerf bats before putting in better teaching tools. Now the game has the hall of novice, and healers have a much more robust dedicated healing kit. But this came after they already started to nerf content to make healing a passive role. I agree they don't match up but that's why. The healer kits are fine honestly. Maybe I'd reduce the reliance on instant cast spells. What we need now are encounters that ask healers to actually spend time focused on the party's health. I would also remove the extra LB for healing critical health. It's an interesting idea but it also sends the message that you aren't supposed to be actively healing, you should only do it when it's required. We need to give players a reason why they would want to keep the party topped off so overhealing isn't as punishing, and means all healing matters, not just the one before the tank dies.Tankbuster hit? Lustrate. Well, actually, Exoc probably already took care of it, so nevermind. AoE damage? Indomitability, followed maybe with Embrace if it was especially bad.
I'm using SCH here because I'm more familiar with the names. Congratulations, with these three or four OGCDs, I have done all of the healing I will need to do for a given fight.
If you fuck up a mechanic, I will throw out a lustrate if it didn't immediately kill you, and that'll do the job. Only in prog content will I need those Aetherflow stacks and not wind up burning 3 of them on Energy Drain because I want to avoid overcapping, and only in prog content will I have any real reason to actually try to make use of Dissipation or Seraph as something other than "it's off cooldown, so I should press it." Even in these avenues, actually pressing Adlo (unless it's spreadlo) or Succor is not really something you do unless something's gone horribly wrong. Healer's kits just don't match up with the reality of how damage works in this game.
FFXIV lacks any kind of resource management at all and that's a shame. Pressing every button mindlessly as often as I can maybe works in a game like Diablo or PoE where fights last a few seconds at most. For an MMO where you are expected to be in an encounter for several minutes I find it much more interesting to have to pick and choose between my abilities and decide what I need right now. DPS and Tanks should have it too. Can I afford to spend all my MP or TP right now to make this fight go a little faster, or should I hold back because I need it for a sudden burn phase. Should I use an extra damaging combo or should I try to draw extra aggro instead?WoW has a lot of ways you can absolutely shit out healing if you don't care about your mana bar. FF14 just doesn't.
Orthos is also, at least at lower levels, not a very interesting dungeon aesthetically. Even for an Allagan structure it doesn't really wow me. The mobs are dragons, magitek bits, and whatever those big claw guys are that one shot the entire room. It doesn't really make me interested in what might be next, especially since the first couple floors are already such a chore. I like how PotD and HoH were a little squishier because even though you have 200 floors to climb you could run through them pretty rapidly. Orthos feels like a slog to progress. I don't even have max aether in it. The others I could comfortably solo or at least level through matchmaking. Orthos feels off the table.
It's funny, because WoW also has far more variety in how the healers play, generate, and spend resources. While it has suffered from the homogenization creep over time, it's variously had healers that have had to use melee abilities to generate resources, healers that excel at single-target healing and have to come up with creative workarounds for group damage, healers that suck at actual healing but provide an absurd amount of shield-based mitigation, healers that heal over time, healers that wipe the floor with AoE healing but have comparatively weaker single-target heals, and all of that in addition to the various different forms that WoW's talents and glyph systems have crawled through over the years, offering up even more customization options (even if there are obviously still meta picks).WoW has a lot of ways you can absolutely shit out healing if you don't care about your mana bar. FF14 just doesn't.
They're bloated with pointless cooldowns whose only existence is to fit within the 2-minute-cycle that everything is built on.The healer kits are fine honestly
That is a complete redesign of encounters and more broadly job design that the game currently does not support. Lucid covers all of your mana problems unless you're a drooling idiot, and even then if a healer actually sits there and spams healing GCDs, the amount that they output vastly outpaces incoming damage in all but the tippy-top of content. And that's ignoring that the issue with those encounters is still not that they have to actually struggle with their output, but instead that people just need to not fuck up instant-kill instant-wipe mechanics.What we need now are encounters that ask healers to actually spend time focused on the party's health.
They vary a lot in quality. Like, Azim Steppe is really good but the rest of the SB zones are kinda meh. I swear half the quests are like "hello I am a rice farmer can you kill the monsters in my field so I can farm rice did you know we eat rice?"I also like some of the yellow/brown quests just because they flesh out an area and some of the NPCs if you care to read it all. I recently did some ARR sidequests to level Ninja and read around two thirds of the quest texts. Some of the small storylines are nice and don't overstay their welcome.
It's pretty damning evidence of the poor XP rewards for side quests currently when you barely got three levels on one job for doing every quest in almost every area of an expansion, plus role quests.I never appreciated those random yellow mark quests until I decided to finish leveling my Sage. I cleared 5 areas, and 3 1/3rd levels just between those and the EW role quests
I sidequest to clean the digital feces off my map. That's my main reason.It's pretty damning evidence of the poor XP rewards for side quests currently when you barely got three levels on one job for doing every quest in almost every area of an expansion, plus role quests.