Final Fantasy 14 is a game with, for the most part, solid job design at endgame—Dawntrail's had some bumps in the road but, for the length I've played, class balance has typically been more-or-less decent with only some minor variance and snafus. Outside of the endgame, however, it's all over the shop.
Jobs are assigned AoE attacks at complete random, some like Dragoon don't get their proper kit until level 50—arguably 60—and newer jobs, like the Pictomancer, completely tear apart at the seams when level synced to older content. One such quirk is the existence of lower-tier healing spells like Benefic and, to the chagrin of Reddit user BakaDango, Cure.
«Last night, after a 30+ minute Alexander [raid],» BakaDango writes, «I finally have had enough of dealing with Cure 1 [White Mages]. At this point, I can recognize the Cure 1 jingle from a mile away and every time I hear it, I feel great pain. Rather than try to explain this over and over or convey this in a macro, I decided to make this site.»
While this might seem petty on the face of it, as a FF14 player myself—they're right. They're absolutely correct to have made this thing and to be distributing it, and Stopusingcure1.info is now one of my favourite FF14 websites on the internet. «This information is presented with good intentions», a disclaimer reads, before providing several tabs addressing frequently asked questions.
In case you're unfamiliar with the quirks of FF14, let me break it down for you:
As the site outlines, while Cure 2 is technically less cost-efficient than Cure 1—giving a 800 potency heal for 1000 MP (instead of a 500 potency heal for 400 MP) the fact remains that Cure 1 is slow. FF14 lives and dies by something called the global cooldown (or GCD), which limits you to one «on-GCD» action every 2.5 seconds.
Essentially, it's always more worth it to spend 2.5 seconds pumping a Cure 2 into your tank before using your next GCD to deal some damage, than it is to spend 5 entire seconds on healing.
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