Healers still getting robes for the 173747472th time, how surprising. Oh and with frills and white.
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Healers still getting robes for the 173747472th time, how surprising. Oh and with frills and white.
DPS neutral misery is long overdue and fantastic, but why forget sage and toxikon ?
Im very happy with these changes.
WHM can now heal more often,
It can move more often
It spends less GCD's spending MP
It also can optimize DPS to make Misery DPS positive
All great changes!
No 2nd charge on assize tho... Maybe 6.2
Not sure how to feel about Addersting,feels like a bandaid. Soteria is much apreciated tho!
Low level healing not making me go OOM is also much apreciated.
A step in the right direction for healers. More needs to done, but with these changes, SGE will become my main job next to PLD.
Good changes to WHM, but this still isn't enough to get me to play the job again. They still haven’t solved the MP problems at max level.
PvP changes look good though. Might actually give that mode a try now.
I'm not too excited about the WHM changes. All the mana changes to DPS spells are for early level ones, not Dia or Glare/Glare III. Afflatus being DPS neutral is nice for one target, but the dps fall off was doubled for AoE. You still lose lilies on death so recovery if the WHM dies is still going to be a lot harder than on other healers. Will 10 less seconds on Lilies make up for that? It's hard to say, but I'm going to choose to err on the skeptical side of things.
I'm going to remain unimpressed with any update that does nothing to change Glare Glare Glare Glare Glare Glare Glare Glare Glare. Anything else is just settling further into this ludicrously unfun craptastic design.
I'm a bit upset that they nerfed Expedience without giving something in return. They could've at least lowered its recast time or maybe up potencies of other actions instead.
Anyways, since PvP got an overhaul, there's some interesting things happening here. I haven’t tried out AST and SGE in PvP but here are some interesting ones from SCH and WHM.
WHM
- Miracle of Nature: Forcibly transforms target into a diminutive creature, preventing them from using actions. Has no effect on players under the effect of Guard, players riding machina, or non-player combatants. (lmao reminds me of abilities that are common for druid/shaman archetypes in other games)
- LB - Afflatus Purgation: Deals unaspected damage with a potency of 18,000 to all enemies in a straight line before you. Stuns enemies. Grants Temperance which increases damage dealt and healing potency by 10%, and grants Regen to self and nearby party members. (So basically Holy, Misery, and old PvP Solace in one package)
SCH
- Deployment Tactics: Extends Galvanize and Catalyze effects cast on self or target to nearby party members. When targeting an enemy, extends Biolysis and Biolytic effects to other nearby enemies. (classic deploy or bane depending on how you want to use it)
- Expedient: Grants Expedience and Desperate Measures to self and all nearby party members (10s). Also grants Recitation which increases the potency of Galvanize, Catalyze, Biolysis, and Biolytic effects.
- LB - Summon Seraph: Consolation and Veil is here. Immediately grants Seraph Flight (Nullifies the next status affliction that can be removed by Purify) and Excogitation (Restores HP when HP falls below 50% or upon effect duration expiration) to all nearby party members. Also grants Recitation. (Makes sense for this to be the LB since Seraph is also part of Angel Feathers.)
The lilybell change is nice, but why is it STILL tied to WHM taking damage and why is it STILL on 3 min cooldown? I mean I guess it could be that they know something about the coming content. I can live with it being tied to whm if they reduce the cooldown.
Who is designing the PvP role actions for healers?! Seriously, give them credit where credit is due. At least healers look interesting in one game mode.
I can't stand pvp but damn those healer actions. Can I swap my pve hotbars for them?
DPS neutral Lilies is a start, as well as the reduction in generation time. They still aren’t as good as Addersgall, since you don’t start the fight with 3 of them, and they don’t appear to generate while you’re dead. Might be worth considering the last one at the very least, since WHM deaths are brutal to recover from.
Lilybell still seems lackluster. Basically just a crappier Earthly Star that is used three times less often in a fight. Wish you could have chosen to deploy each stack, or that they would have detonated if anyone in the party took damage, but oh well…
I wonder how the mana economy at max level will be, simply because the MP changes do not carry over to Dia/Glare. Is the gameplay of blowing Lilies for a 2-min window Misery enough to preserve mana? Guess I’ll have to play it and see. I don’t think it will have the economy it had in SB or ShB, though, so I probably won’t take it into the 24-man Day 1. Thin Air still sucks, and I think raising will still be incredibly punishing—so AST it is for the Day 1 alliance raid memes.
Lowkey disappointed that Aero/Aero II are now 30 seconds. So I can’t even get my low level engagement by having to actually pay more attention to my DoT, and refresh it more often to break up the monotony.
Wish they had done something with AST’s button bloat, but I’m hearing something about “significant changes” to come in Patch 6.2?
It’s good for fights that don’t have a raidwide going out within the first 10~15 seconds, like P1S. Because the boss only hits the tank and doesn’t do their raidwide until much later, SGE could only get 1 Toxikon stack for the fight. So it’s a decent change to combat encounters like that. It’s not as good as making them DPS neutral or DPS positive, but it’s at least a start. Not an unwelcome change, imo.
It’s also good for SCH/SGE comps—now the SGE doesn’t have to overwrite a deployed Critlo on 3 people just to get their stacks.
I will keep saying this:
Healing pvp is actually super fun because you're super limited and do not have options for every single situation and do need to watch your mp closely.
You also have to look out for yourself a lot because good people will try to focus you down.
If only people would try a little more in pvp usually.... then it would be even more fun.
The new PVP design is interesting - I can see some of this being re-visited later on, but I quite like it. Shame they can't implement these kind of ability designs into PVE - not without completely overhauling it, but I like how spells like Superflare interact with Flare/Freeze, etc. Also, Burst finally makes a showing. The one thing I'd have liked for BLM is for AM to not be target dependent and focus a bit more like Shukuchi... it's a mage job, so a proper teleport would be nice. Glad to see SMN is finally a summoner again in PVP.
This. It's a lot more intense and, IMO, fun.
While I do feel some of the excitement some of you feel, I still am not happy. I knew we weren't going to get overhauls to have real rotations, but both of the "pure" healers needed a lot more work done to them. AST is still bloated for no reason and WHM is still clunky. Both of their job gauges still suck.
I see no reason why we couldn't have had:
- The cast time of holy reduced
- Thin air changes reverted
- Tetragrammaton potency 700->800, 2 charges
- Assize 2 charges (even if a small nerf was added to one of its effects)
- Undraw removed
- Crown Play removed
- Synastry removed (nobody uses this because nobody GCD heals except for WHM)
WHM is still going to clip for AoE. WHM is still going to have MP issues. WHM still has only 1 oGCD that you can freely use for healing (and the potency of it hasn't matched Cure II since Endwalker released). WHM is one of the only jobs left with a skill that you have to use ASAP to avoid losing a usage throughout a fight where as all of the other jobs have a second charge for their skills like this. This doesn't only suck for damage if we forget or cannot use it, but also means we are still forced to use the skill only for damage.
I don't want to get into the job gauge or cards for AST since that is a whole controversy in itself, but at the very least those 3 useless skills should have been removed. I know we don't have to place them on our bars, but it would have been nice for them to acknowledge that those skills are wasted space. It just goes to show that there is still a disconnect between them and the community.
Somehow I never got into PvP in this game.
Perhaps because I started at a time when it didn't even have PvP and when it started getting it, it was... well, we all know it doesn't have the best track record here. I loved PvP in other games to the point of playing on PvP servers and spending my day in all sorts of battlegrounds and arenas. But I suppose when PvP got interesting I was already too used to "FFXIV is not for PvP, find other things to do".
The new payload mode looks really interesting though and I'll definitely give it a go. I've heard lots of good things about PvP gameplay for healers so that and the new mode might finally hook me.
Yeah, I wouldn't say this game has great PVP compared to some others I've played, but as a healer it definitely keeps you very engaged - with the caveat that up to now they've been the primary source of healing, whereas the changes coming will mean other jobs can do this too, although they're adjusting healer kits to account for that with more of a damage focus. Should give Sage more of a spotlight to shine now too. We'll see if the new mode improves on FL to the point that it encourages participation.
I told you guys, PVP is the new meta for healers. Cya in PvP.
FWIW, the pvp changes stimulated some interesting discussion here.
another curious note: misery is now dps positive from when you get it at level 74 to level 82 when it becomes neutral
coupled with lillies being every 20s, whm just got a dps increase for TEA
I recall Yosi P specifically mentioning astro being targeted for changes alongside monk due to being "busy" and they both have 1 liners in patch notes.. what?!
I was praying for something to fix my astro and at the very least bring back something like sleeve draw to help mitigate crap rng. Guess my favourite job is gonna stay benched. Gutted about losing Kaiten on my samurai as I plan to move to dps main now and sam was a contender for the new main. Getting real tired of having the biggest flavour of my favourite jobs be removed.
So prior to 6.0 whm MP econony during 2 minutes was:
5~ GCD saved through Thin Air (minimally saves 2000 mp) & 4 Lilies (1600 mp) and 1 blood lily (400 mp) for a total of 4000 mp.
Now in 6.1 it's:
2 GCD saved through Thin Air (minimally 800 mp) 6 lilies (2400 mp) and 2 blood lilies (800 mp) for a total of 4000mp.
It seems like WHM mp economy is back to what it was.
ShB AST maybe but definitely not SB again. As much as I want it back, they will give us AoE buffing again aside from Divination.
WHM finally healing without a loss. That's a good change but I'm surprised they didn't add a second Assize charge or revert Thin Air.
AST and SCH not getting meaningful changes is....not shocking. They've been done dirty for ages now.
SGE change is great.
SAM and MCH found in a ditch dying.
The WHM changes are something. There's still a lot to address but credit where it's due, they're finally on the right track.
Something worth noting is this now leaves SCH exposed as the only healer that pays heal tax.
You and me both. I wouldn't even mind if I drew a spire and it still did tp, because I could at least use it for royal road.
If there was one thing I'd like to bring back with it though, its macrocosmos. I'd happily leave behind everything from shb and ew except that because it fits both thematically and mechanically well with what Ast is supposed to be. Space and time healing and damage dealing
I'm also confused...all of these changes are just really simple numbers changes. Why did we have to wait until 6.1 instead of 6.08 to get what amounts to a slight tuning? Where are the massive new spells or bringing back of old spells that were pruned that resulted in this being pushed into 6.1? Congrats square you changed lots of numbers that were previously 400 to either 300 or 200.
Sigh square is legit thinking for the "future" of ffxiv, so pruning is a good thing now
I wouldnt put it pass them if they put the lilies spells over medica l and cure ll when u gain a lily this would be a huge QoL change which allows future expansions to give more spells and abilities in 7.0 /8.0/9.0 and so forth
So to me i feel babywalker...ehm i mean endwalker is the expansion for we as the community to help knock down button bloat and help the devs forwards in their job feedback and actually think about the "future" of ffxiv as a whole and instead of trying to keep everything now and preventing improvements overall for the future
So us as a community need to direct square with feedback which aims for the future, and not whine and complain about every change, instead we need to come up with "smart" feedback to allow them to make changes overall
For example button bloat is a massive thing for games....even in warcraft (btw played ffxiv for 8 years and wow for 10 years from classic) most of the spells in warcraft was BLOAT
Reality is we as the player base need to look at our skills and let square know what the job actually needs and dont need to prepare for future expansions .....cause lets be honest we dont want ARR and Heavenswards all over again..
if we kept all those buttons back then with now...ohhh boy talk about like 50-60 buttons per job (this aint fun btw and would scare of all the casual players off resulting the game dying due to lack of player base)
So time to make feedback with actually proper reasoning , with a hint of maths, and the vision of the jobs for the future
Pruning is fine, but do you really consider the removal of interesting mechanics like 3.x Time Dilation and Celestial Opposition to be that?
Why were these cut instead of merging the Draw and Play keys back into a single button Ala Heavensward. That's 2 buttons saved with 1 single change, 3 if you throw in the removal of Undraw as well. Need to save even more buttons? Rework Minor Arcana to be a baby Assize style splash AoE around your card's target instead of it's own system. That's 4 hotkeys saved and little to nothing was lost.
It just isn't pruning. It's simplification and homogenisation to the extreme. Do I think their direction is entirely unjustified? No, but they need to be more imaginative and attentive with how they go about this.
The current standard of work is just embarrassing TBH.
Button bloat is nowhere near the problem people think it is. A lot of controller players don't know about the W bar setting which really at this point should be default to on.
And no, a lot of people really did love the heavensward kits because each job was unique and for the most part fun with their own strengths and weaknesses unlike nowadays where everything is the same bland overpowered design.
Heavensward as a base would be fantastic for a lot of jobs, but could it be improved? absolutely. Not every job needs a gauge for example, drk was at its best in hw, the moment it got a gauge in sb it went downhill and its only just got its invul to be usable by itself after 7 years.
The main problems with job design across the board is SE not communicating, SE not having anyone who mains tanks or healers, and actively dumbing down and homogenising the game to the point where as you say this is more like babywalker.
Over the years healers especially have suffered, we've had years of good reasonable feedback and SE ignored every last element of it until this patch where they made lilies dps neutral at last.
Just gonna let you know, the goalpost will always be moved. Been seeing it for over 3 expansions. Any problem you have is too major to be fixed in a certain numbered patch. Then when you get there, the changes you want are too major for the expansion so you're told to wait for X.0 for a fix. You'll see the media tour previw, observe patch notes, realize the changes are worse.
You'll try and tell people about it but the majority will tell you to "wait until the expansion the drops" before anything is done. By then it's too late. You know it sucks. So they tell you to wait for certain numbered patch and the entire process repeats. My favorite argument of all is when they tell you to wait for content. Like "Just wait for extreme to heal." Then extreme has no healing and they say "Just wait for Ultimate if you want to heal." Always waiting.