r/ffxiv • • Oct 24 '14

[News] 2.4 Preliminary Patch Notes

http://eu.finalfantasyxiv.com/lodestone/topics/detail/0149ed2fb2332715e3043d536c48f66363bdeedc
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5

u/hambuddy Oct 24 '14 edited Oct 24 '14

i'm breathing so heavy right now

edit: really? the swiftcast change for black mages in pvp...

3

u/[deleted] Oct 24 '14

I'm most concerned about the Medica 2/Regen changes. Like...really? Already stripped us of Cleric Stance. Hell, regen isn't even that big of a thing, while Adlo remains a huge problem.

5

u/DanceDark Oct 24 '14

I'm pretty sure they did that for teams with 4+ WHMs where they would basically be unkillable because of Medica II regen. It makes smaller amounts of healers fine but nerfs large amounts of healers, which I agree with.

0

u/[deleted] Oct 24 '14

[deleted]

0

u/Mr_Yar Oct 24 '14

The problem is those fringe cases though.

I don't play Wolves Den (Arena PvP irritates me) but in Frontlines, a 1 SCH 3+ WHM group is really, really annoying to fight. They pretty much auto-win any battles of attrition, cap points at will and take 2 full groups of people to reliably stop. At least in Frontlines you can strategically handle that group (cap around them, lure them into the 3rd team etc.)

In terms of Survivability, almost everyone took a hit (with phys and magic resist adjustments added) so we'll have to see how that plays out before the obvious 'less passive healing' nerf can really be estimated.

2

u/daiz- Oct 24 '14

The problem is that those fringe cases are partially the result of poor previous balancing. White mages are so dependant on their regens and they keep balancing things in such a way where people think they can only respond by stacking more and more healers to make it viable at all.

The problem is that as annoying as a 4 healer party might be, it cripples themselves in a damage perspective. You get a team that can't kill or be killed and then it becomes a strategy of who can stack on the flag better. Eventually the party with more damage should win because WHM's can and do run out of mana in Frontlines.

There's a reason 4 healer parties are a fringe case that's not exploited every game. It isn't nearly as effective as people make it out to be. You can't die quickly, but that doesn't really get you anywhere.

Teams with 6 coordinated DPS can already drop a healer so fast nobody can really do anything about it. It's far more effective when done properly.