It's almost as if people know what the problems are and just disagree on how to fix the problems.
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It's almost as if people know what the problems are and just disagree on how to fix the problems.
In some dungeons it’s fine to run w/o healers, but I disagree that they are obsolete. Regardless of what type of play it is, pve, pvp, healers are in fact needed.
Maybe I’m just a bad player.
I do think that healers need more enchants. Weapon enchant skill options, so that they can start making more strategic decisions during fights rather than just button pushing.
The addition of several skills like this can fix lame gameplay.
Add 10% to target damage for 10 sec, heal for 20% of damage value up to xxxxx
But I’d rather see long term gains so it’s less button pushing.
Add 4% to target damage for 200 seconds, heal for 10% of all additional damage done when enchant ends.
Or
Reduce target damage by 25% while this enchant remains active, shield for 400% of targets damage done in the last 15 seconds. Players near this player gain 10% damage for 7 seconds.
These probably aren’t beneficial examples, but the general idea is forcing healers to make decisions which fundamentally alter gameplay.
They deserve it.
I do agree mostly but the only thing I think should be different is durations on such things, since it runs into the same issue Protect had. If they last say, 200 seconds, they don’t really add very much to the gameplay since it’s just pressing one extra button every few minutes.
If they had say, the standard 20/30s duration, you’d have to reapply much more frequently, maybe consider Mp costs (let’s pretend MP exists now), upcoming healing mechanics, etcetc, so it’d actually add something more to the overall gameplay. Plus if they’re worried about balance they could make such things role skills so they’re available to each healer equally or w/e.
I'd likewise want to see more decisions, but I don't want those to feel generalized as just buffs, just enchants, or the like, or even strict capacitive differences like one being able to shield based on damage dealt (best on bursty DPS) and others for extra DR (best on whoever's getting hardest, so usually the tank... at least if not for anti-synergy with other DRs).
Or, to try to put it more simply... I don't want to see Healers get some sort of role-wide norm that offers more downtime casts via (a) shared (category of) actions so much as that I'd like to see a push towards greater versatility across all jobs (that moves more of our kit from 2-minute-alignable oGCD bloat towards more frequently usable but situational tools that allow for branching decisions) that healers, in turn, benefit from.
For Monk, that might involve a revitalization of stances and/or far more varied and interactive Blitz options; for Samurai, that might involve its two wind buffs being far more meaningful than just 40s upkeeps, or maybe even (separate from the Winds) moving power between self and one's blade a bit; for Warrior, Abandon and Defiance and leveraging low and high health; for Sage, maybe different configurations and the ability to granularly assign actions to the different Nouliths with the intent of having individual assignments synergize into an upcoming combined skill, etc.
Granted, even as I say that, I could see some ways that what I imagine might put the different jobs analogous to each other. For instance...[LIST]my imagined WHM would make far more significant use of elements, with actual White Magic coming only from mixing them to strong effect (though that'd arguably give feast-famine balancing issues);
my imagined SCH would uniquely make use of Libra (if randomization of boss attacks were ever a thing, allowing a ghostly-animated forecast X seconds ahead) and Stratagems (like formations, but for friendlies and enemies) but would likewise have that Lily/Eos distinction between maximizing utility & shields or total healing throughput;
and my imagined AST would atop its Cards (again randomized but with more controls and with an actually balanced Royal Road) again have Diurnal and Nocturnal Sects -- Diurnal having the ability to rush out GCDs and leave a HoT of variable, extendable duration, and Nocturnal having the ability to overcharge for shield value, each at reduced MP efficiency (which one can make up for via Ewer later) but powerful utility.
Granted, all that would depend on 8.x actually making job identity a priority, so... yours would be the more realistic and might still do a fair bit if the buff durations were short enough and their likely outputs balanced correctly.
If the new Evolved Mode ends up just being more dumbing down of healers, will you play with Reborn Mode or quit playing healer?
I am willing to give it a try and see how it evolves until launch day but Whm looked dreadful.
Watching what they showed it seems they somehow didn't address the jobs issues and seems they made the rotation even worse and simpler
WHM showcase made me think “This is one button pressing Phys Ranged with dps neutral heals (read: just press any heal lol it doesn’t matter you get refund anyway-the heal).” This alone is already a red flag to me. I firmly believe that so long WHM isn’t allowed to grow out of their “for stupid/”-identity, neither their siblings would grow either because they have historically designed 4 healers since ShB/EW with “WHM, WHM+X, WHM+Y, and WHM+Z”-model.
I have long since casting aside my desire to invest in high ends & seclude myself to RP, FL PvP & black magick circles outside few relapses with friend’s groups (good times btw :p). Reborn-Evolve modes will not change that, judging from what’s been showcased so far. Can they show more? Probably in next Fanfests or LLs. However so far I’m not convinced this is the overhaul. For healers at least. PLD DRG & BRD were pretty cool but those doesn’t belong to my main role so… eh…
I know, this is technically still a WIP. But consider their track record for once, I don’t have high hopes & very glad I tamed my expectations this time around. I’d love to be proven wrong, obviously.
To early, lets wait untill we see more. I am worried about Scholar, but they cooked with Paladin, Bard and Dragoon, so I want to give them a chance.