This post is edited to include points and feedback posted in this thread for easier access for those interested and development team attention. If you wish me to add something, please yell at me, quote me, highlight my name and I will do my best to squeeze it in
We were promised balance:
http://twinfinite.net/2017/03/ffxiv-...view-pax-east/
We were promised incentives/encouragement:We wanted to revisit our existing tank and healer jobs and make sure [we’re doing] what can we do to improve their player experience and what can we do to tweak the balance so that it’s not as stressful for the players that do prefer to play as tank or healer.
http://www.dualshockers.com/final-fa...ments-paladin/
What we got is a proposal that is anything but balanced with its fellow healers and just more discouragement in the form of more lost abilities, nothing of what we asked for, the following of some obscure vision which doesn't seem to have a place or any desire in the current set-up of the game, and an uninspiring mechanic that punishes the use of many of our skills.DS: Considering that there won’t be a new tank or healer job in Stormblood, are you thinking of any measure to encourage players to play tanks and healers as much as possible, to balance the large influx of those covering DPS roles?
NY: We don’t want to force people to transition into those roles. Yet, for those who already like to play a tank or a healer, we’ll prepare more content encouraging players to play those roles. This is the direction that we’d like to take, as we don’t want to force DPS players to play tanks of healers if they don’t want to.
1. The Vision of a Pure Healer
- Yoshi P has said that WHM are supposed to be a Pure Healing job and their focus was to enhance this ability of the WHM
-The WHM community has, since 3.X been requesting some form of raid utility so we can compete or at least feel as useful as SCH and AST to our raids and parties. Unfortunately, we have lost buffs/traits (pro-shell) and received nerfs (holy) because of this "pure healer" vision.
- We don't really need more heals, Stones or Aeros. Many people would like more interesting things: Quake/Tornado/Flood, Buffs/Debuffs for Raid Utility such as Dia or some form of Reflect/Damage shield, etc.
- Pure Healers are not needed in content. We are not talking about 4 man content, but 8 man content and especially savage raiding when we say WHM has no real place because SCH and AST can do everything it can and bring more to the table.
- Quite frankly, the idea of being labeled a "pure healer" just sounds kind of dull and boring. We would like an identity like the other two healers have which we seem to have lost with the removal of many of our unique spells and the distribution of them to the other healers. A lot of us would like a little bit more "wow" (no, not World of Warcraft) in our spells and design effects too.
- There have been suggestions for a "Pure Healer" mindset ability: An improved Raise (Raise II).
2. Cross-Role Skills
- WHMs have been seeing their abilities and traits stripped from them and given to other roles since 3.0 and we have received nothing to compensate for their loss.
- WHM has lost Protect, Divine Seal, Cleric Stance, Shroud of Saints (Lucid Dream). Taking these 4 back + Swiftcast is 5 skills, plus there's Eye For an Eye and Esuna for 7 skills just to get back what we have now.
- Can I just take a moment to ask: Why is there a level 8 cross-role ability (for all roles) when you don't even get the first cross-role slot until level 12? It seems like this was not well thought out.
- If Cross-Role ability slots are supposed to be available with abilities that our jobs need to fulfill their role purpose, why do we not get a 6th slot at 56 and and a 7th at 64? And why can't all roles receive new cross-role abilites available to all jobs post 50? It seems less like this is a newly revamped system and more like this is a desperate attempt to make sense of an archaic system no one really knows what to do with, but you just can't let it go. If this is supposed to be new and revitalized, it should grow with our jobs and not stop at level 48.
3. Job skills
- White Mages have access to the fewest skills of all 3 healers:
WHM: Spells in List: 25....................Spells after consolidation: 21....................Bonus Spells/Abilities: 0.............Total Usable Abilities: 21
SCH: Spells in List: 26......................Spells after consolidation: 23....................Bonus Spells/Abilities: 8 (Faerie).Total Usable Abilities: 31
AST: Spells in List: 28......................Spells after Consolidation: 24...................Bonus Spells/Abilities: 8 (Cards).Total Usable Abilities: 32*
* Undraw is not counted in this number.
** We understand that AST cards are RNG oriented. This is why they are so powerful. This does not mean the WHM can't have access to weak abilities that are reliable and consistent to make up for situations when you have a WHM/AST or WHM/SCH.
Is it really too much to ask that you look at the list and say, "Hey, WHM has fewer skills than the other two healers, why don't we go back and fill out their lower level abilities and spells to pad out and fill gaps for abilities that we took from them?" How could something like this escape quality assessment especially in an expansion where the balance between us healers was supposed to be a focus?
- Why are Faeries/Cards considered in the above? Simple: Summoners have been begging since 2.X for more egis to summon and every time Square-Enix has replied no citing that ability numbers had to be similar across all jobs. I (yes, I the OP) just want to make sure they are holding themselves accountable to that statement.
- A concern that comes to mind, which should also be a concern to you, is the effect of the loss of these skills natively from WHM on how new players will level it in dungeons such as Brayflox Longstop through Aurum Vale. While gaining Lucid Dreaming at 24 when Shroud of Saints was 38 is a nice change, the number of slots available to WHMs is going to require juggling of cross-role abilities as Protect, Lucid Dreaming, Esuna and Swiftcast are all going to be pretty important. And the loss of Stoneskin in these dungeons is going to hurt quite a bit, too. Remember, to a new player Conjurer is the only healer available at low levels and, until the system changes in 5.0 or later, will make WHM the most accessible healer to new players. If these changes are meant to reduce stress... I can't really say they were effective in that regard. SCH and AST on the other hand, do at least have some tools available to them to help address some of these problems without using the cross-role ability slots (Bole/Ewer, Adloquium, Succor, Sacred Soil, etc.)
- With the nerf to Fluid Aura (losing its damage component), the spell becomes undesirable. We used to use it to damage bosses on occassion for a free, easy damage oGCD ability. Now it only serves to move mobs out of the packs which are AoE'd down in 50+ content. Repose, our sleep ability, sees similar disuse post 50 for this same reason. Yet, we have retained these spells and lost a spell we actually use quite often (see below)
- We have lost Stoneskin and Stoneskin II meaning we have no mitigation or shielding ability until level 66. And it not only requires lilies, it consumes all of them for a barrier on one person every 60 seconds. This will make leveling WHM harder on those people who are under level 60 especially so under 50.
- [7/2/2017] Divine Benison is awkward to use in both 4 and 8 man content. In 8 man content, if the tank and group are full HP and you happen to have no lilies when the tank buster comes up, you're unable to cast the ability on the tank. Likewise, since you don't get a lily upon healing a tank out of combat, getting a lily at the end of a fight when you try to top your tank off and cast benison for the next pull means you are sometimes left with no lily with which to cast benison. This has happened to me several times during the expert roulette and it drives me insane =/
- White Mages have no unique abilities to buff their party with compared to the AST and SCH who have many options.
- Astrologians, in their current state, have higher total potencies (with Diurnal buff taken into account) for less MP than white mages meaning they can not only heal better than the "pure healer" but they can buff the party far better as well. Plus... let's just toss this one out there too... their abilities just *LOOK* a whole lot better.
The Lily Gauge/Level 70 ability
- Only gain lilies on cure 1 or cure 2 casts spells that white mages use infrequently and mainly on the tank. No lilies gained from DPS, Regen, Medica, etc.
- The lilies are easily consumed by skills that we would use in normal rotations: Assize, Asylum, Tetra making them hard to accumulate to get any meaningful effect from them.
- The "reward" for having and building lilies isn't very rewarding or exciting.
- Because of the above point, the 100% proc rate from Cure II doesn't really help the system.
- The lily mechanic seems thrown on. You can play a WHM as we do now and never even notice it while other jobs with gauges are played like they always have been, build gauge, and are rewarded with new abilities to use with said gauge. And, as far as I have seen so far, not one of those new job abilities consumes the entire gauge like all of our abilities do.
- Confessions are a buff element WHMs have to keep track of... on the whole party no less... this is exactly what the new UI elements were supposed to be designed to remove. Why is it backwards for us?
- Our level 70 ability only works from confessions stacks which are gained by a target after a cure I or cure II and last for 30 seconds. There are very few instances where a player other than the tank is going to be taking damage consistently enough to require more healing after casting a cure I or cure II on them. And since confessions are not gained from medica, regen, etc. AoE healing situations where this ability should shine are largely useless because not enough people are going to have confessions. It'd be far more useful if these confessions stacked on the white mage themselves instead. But then the ability might be a little overpowered... but frankly... damn it all we don't need any more heals!
Suggestions:
Please note: There are SO many suggestions in this thread, many of them good, I probably can't get them all in. I will try to get the ones with a lot of likes when I see them. If you readers out there find something you like again, let me know and I'll fish it out and add it. Thanks.