Because nothing has changed in the last 20 levels.
Because nothing has changed in the last 20 levels.
Thing is, these players actually want this to happen. They want to be the main healer. They want to replace White Mage, so when the dev team takes steps to ensure this won't happen they freak out.
Solution is simple, give WHM Erase II that removes multiple debuffs based on healing magic skill. Uncap the cureskin effect they get. Lower the MP cost on Cure VI. Then SE might be able to give RDM / SCH Cure V without them overtaking WHM.
Each job with healing abilities should be viable as a healer. It's the other things each job has; SCH's efficiency tools, WHM's barspells, additional status cure tools, and native enfeebles, PLD's tanking abilities, RDM's wide array of debuffs; these are what you choose each job for. There's only so many ways you can fluff up plain healing.
With Solace, every cure is potentially more effective on WHM than any other job at any given amount of cure potency. That won't change just because SCH or RDM or PLD got Cure V. WHM still has the strongest cures, there's no reason not to allow other jobs to learn Cure V.
How about (at least for abyssea for the moment) a synthetic atma that can only be used by sch, rdm, and pld that allows them to cast cure 5? This may give some variance to the three man empyrean weapon farming groups of NIN WHM WAR. Currently this does not seem as big of an issue in voidwatch, (but that may change?)
Considering that RDM has a C in Elemental and WHM has an A in divine and Afflatus powers up Banish/Holy to do absurd amounts of damage for its MP cost? RDM nukes outside of Abyssea do like 500-800 and usually never land for full on voidwatch unless /SCH and even then, it's not for much. WHM can still land a 1k+ Holy or Holy II.Wow, people really trying to say Holy 2 and Banish 3 are better than Blizzard IV and Thunder IV? I know the math types had red mage as a better per mp healer than black mage for a long time, please don't pretend red mage is in a bad spot for nuking. I have to go to work now so I can't do math on this, but aside from the rare fully solaced holy spells someone please math out banish 3 and holy/holy 2 doing more damage than Blizzard/Thunder IV. And melee damage is irrelevant because any event you HAVE to have a white mage currently on that said white mage would be a fool to be meleeing. Red mages would be too, but you have the delusional almace red mages who think they always have to melee. If you can melee as the main healing mage and melee too, a red mage could do it as well as a white mage.
I am honored you read my post
http://forum.square-enix.com/ffxi/th...-Healing-Magic
Just try not to mess it up, this should be a buff that all healing jobs can enjoy.
There is no min only max. Or something like that.
The development bros never fail to twist my brain into a pretzel. Why would you have to balance any changes to healing magic against additional cure potency items, when every job that's typically called on to use "Cure" spells for HP recovery purposes can cap Cure Potency or come within 5%?
If the development bros are considering the cure potency of a Samurai/White Mage wielding a Cure Potency +40% spear that is in development, tell them "Please stop it." or perhaps "I know those tiny bottles of White-Out can be tempting, but please don't drink that anymore."
Other than that, a lot depends on what part of the equation is changed. If it's mostly easing the harshness of the soft caps and increasing the effect (or lack thereof, as it is now) of Healing skill, this will be an interesting change.
The reason being is that currently it make no difference if your job has healing skill or not. My BRD heals just as well as RDM, and in 1 level will have better MP longevity then RDM, while providing most of the same buffs as RDM and then its own on top of it. SMN also falls into the same boat.
Increasing the Cure caps based on skill an access to MND+ gear and Healing magic gives jobs with a native healing magic and edge in this. Allowing them to heal for larger numbers (before Cure Potency, and thus after Cure Potency.) Regardless if every job in the game can cap potency or not WHM RDM SCH PLD will all have a slight edge in their ability to heal for larger numbers. Thus setting them apart from the rest.
I really think people truly underestimate just how big of a deal /RDM and 96/48 will be, and what kind of impact it will have on the support section of the game. Without a practical change to Healing Magic anything /RDM essentially becomes a support healer, with haste, and near limitless MP. Jobs like SMN, BLU, COR, BRD can abuse this greatly and jobs like SCH and RDM who are native healers will be pushed even more so into obscurity in the healing arena.
Adjusting caps based on skill is the easiest, fairest and really only way to keep it exclusive to natural healers.
(understanding that /SCH will give B skill and thus allow most jobs to heal for solid numbers still aside, this is a niche thing, and has its own issue with MP longevity being the prime one.)
However in order to maintain low level game balance these skill increases should be taken from level 75+. Any skill gained after 75 should be applied to this, not skill before 75. We know SE already has skill breaks at certain quantities so this wouldn't be hard to change.
For example any healing skill over 276 (A+ cap) adds 1HP healed. This keeps the standard cure III's and IV's essentially locked in at their current capped values for jobs pre 75 and subbing WHM or the like, and allows healing jobs above 75 the ability for increased healing performance.
There is no min only max. Or something like that.
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