If they're that mean to you just spam Holy until you burn their retinas out and they beg for mercy.:D
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I pretty much want every healing skill to function the way dissipation does, near every healing skill should have significant drawbacks that punish you if you use them incorrectly but they should have niches that you have to consider
Examples
-(unpopular opinion here) clip mage was better than the HPS monster we currently have and I much prefer lily’s return to being an absolute DPS loss but a gain over clipping glare/not casting anything at all/refreshing Dia early, clip mages big problem was the fact that assize has to be used on CD and using a heal to weave a heal could be awkward, but I honestly think that’s more a problem with assize being too rigid
-addersgall heals should drain mana, not refund it, right now SGE is actively rewarded for the “see cast bar press kerechole” playstyle rather than encouraged to be more conservative with their tools until they need them
-pneuma should take 5-7 seconds to cast so you really need to know you are safe to use it, a regen healer doesn’t need a DPS neutral 900 potency AOE heal with an infinite range that takes 2 seconds to cast
-AST’s skills should be expensive to compensate for their disgusting mana economy, wanna use macrocosmos, sure go ahead, that’ll be 5000 mana, better hope you have a trashtrodyne somewhat soon or you banked cards for this
SCH has a horrid DPS rotation (which hurts even more since it used to be a DPS first healer second) but SCH has the right idea when it comes to healing (well besides seraph should be deleted and replaced with rouse), if you use dissipation you should be confident you can survive without whispering dawn or suffer from it, if you decide to use seraph you should be confident you don’t need fey blessing, if you make those decisions wrong you get punished, either by being forced to use succor or just from dying
ShB WHM was way better than EW WHM, lilies being a partial refund was already a good system, people only hated it because AST lost nothing to heal. I think Pneuma could be a channel spell, where instead of a 600 potency heal in one shot, it pulses a 100 potency heal every second for 6 seconds, this also means it's not the absolute best thing to spend Zoe on all of the time. I agree that AST does need some balancing on the healing side, every heal they have is completely free except Neutral Sect which requires you to GCD heal.
Yeah.. Since SCH theme is doing everything at a price, why can't the devs double down on it so that we can go full on DPS and be rewarded for it. It's not that healing is needed all the time. Unless future fights will be intensive in healing requirements, I don't see any wrong with giving us back the Sic command but in SCH's case, the pet will not cast Embrace but a ranged attack to complement our damage dealing.
AST, have Gravity inflict Slow. This isn't even a thing that needs debating, it is IN THE GAME! But only for Urianger when he is a trust for you. He casts Gravity and it inflicts Slow and Heavy on the start for 20 seconds. I don't want Heavy, cause that would make trash pulling a pain, but Slow would be highly effective. Have it inflict slow for 10 seconds and diminishing returns on the first refresh like all statuses. But slowing a pack is hugely effect, like when a tank worth their salt uses Arms Length in a big trash pull, because they READ THEIR TOOL TIPS! But yeah, gravity inflicting slow. Give it to me.
This is the same as people saying that healers should only use gcd heals, because no other job has such opportunity costs unless it's baked in the kit like blm. This wouldn't work, they'd have to redesign encounter design. Or, in the current meta, it'd make gameplay even more stale, ie memorize the next 3 spells of the bosses so that you pre cast pneuma in due time. Or just never use addersgall.
Since everything is telegraphed there's no real element of surprise that'd make you weigh in using a big spell either, so it's boring and tedious.
Dissipation is one of the worst skill design in this game, always has been.
Eukrasian Dyskrasia to give Toxikon stacks instead of popping shields.. and trolling SCHs.. Also implement a weighing system to buffs so it is not so easy to overwrite another healer's buff just because they want their sting stacks
Set system to always have me a whm or ast as co healer so I do not have cry baby entitled schs on my team crying about their shields in casual easy content where damage is non existent with high gear and pro players
Got a rather simple one for the list:
SE, please, don't make npc helpers in 'solo' duties stop dpsing at the slightest scratch to any hp bar. Let players playing healers take care of that. At least it would break the broil spam in those duties a tiny bit with how wacky oGCDs interact with npc allies at Times.
I'd like to see all healers have a uniquely flavoured Esuna, like how SCH used to have Leeches. It would be exactly the same effect but with a different name, icon and animation, just like how we have uniquely flavoured Raise (Resurrection/Ascend/Egeiro). I'd also like a revert to the massive healing range increase we got recently as I used to do cool extra movements in order to ensure I could reach everyone, and that skill expression has now been neutered except in certain mechanics that really separate you far from the party.
As for specific job changes
WHM: Better levelling experience. You should get your job gauge at 30 and have misery by 50, even if it means pushing back skills like Cure III to later on. A water AoE at early levels which upgrades to Holy later. And make Cure I upgrade directly to II, removing the Freecure noob trap. Skill glamours would be a nice bonus so you can have stone/aero instead of only light-aspected spells. I quite like current WHM, but if SE makes it harder I'd like to see it returning to the Turret identity to mirror Black Mage.
SCH: Bring back DoTs. Do something more with the gauge. I also really like the idea of using the fairy for movement that others have suggested in this thread. More fairy glamours please, since we have that system now.
AST: No strong opinions since I barely play it and I know it's getting a rework. I just think you should be able to hide the card holster (and MCH's lunchbox, while we're at it).
SGE: I have a bunch of ideas.
- Pankardia
- Ranged auto-attacks (I don't want to bonk enemies with my laser guns)
- Pepsis could be used to early pop Haima/Panhaima shields, triggering the healing effect earlier
- If any buttons have to be removed, consider putting the effect of Zoe on Rhizomata
Eukrasian versions of the other spells, which can be used to create a more compelling dps rotation. Eukrasia is a really cool button so it's disappointing that it is underused.
- Eukrasian Phlegma: Slightly lower potency, but grants a 6s buff that increases the potency of your next Phlegma and guarantees that it will crit. The idea being that you'd use Eukrasian Phlegma -> (optional filler ->) Phlegma during burst window.
- Eukrasian Pneuma: Cone shaped instead of line-shaped. Does no healing but applies a shield at 50% of the potency of regular Pneuma.
- Eukrasian Dyskrasia: Cone shaped AoE instead of circular centred on self.
- Eukrasian Toxicon: 15s AoE DoT. Damage neutral with Dosis/Toxicon on a single target, but a gain over Dyskrasia/Toxicon on 3+ targets
Scholar main. Mostly happy with my job but crying for some things:
Please do something to Fey Gauge, in most type of content it just sits idle at 100. I really cry for it, this gauge almost makes no sense... I don't know, it will be nice to have at least something else than union to use it. Maybe an instant shield which power will depend on how much gauge scholar has.
Remove bigger shield overwriting by lesser shield (I don't know for what purpose it was done tbh... It looks like a bug to me, really).
Don't make us more DPS, we are healers after all.
Please add a gap closer.
Please add an opportunity to use mouse hover targeting without making a macros. Can really become a QoL function for healers, especially for Astro and their cards. (https://forum.square-enix.com/ffxiv/...over-targeting)
Also will be nice to have more fairy glamours.
Sage has a thing? PLEASE CAN WE HAVE IT TOO YES I LOVE HOMOGENIZATION OH GOD YES PLEASE WE ALL NEED GAP CLOSERS LIKE THE TANKS AND SAGE I WOULD IRL POG SO HARD I AM INCAPABLE OF PROPERLY POSITIONING AS A CASTER
MORE HOMOGENIZATION PLEASE PLEASE PLEASE PLEASE WHY ARENT THEY ALL JUST THE SAME JOB PLEEEEEEEEEEEEEEEEEEASE
I don't like SCH to have a gap closer, to be honest. What i want(impossible to happen but a man can dream) is for Art of War to have the same potency as broil... i mean, it's very risky to be at melee range so might as well give it to SCH. They can remove Ruin 2 and I will not miss it.
Axe Freecure and Enhanced Benefic. They do nothing besides being a noob trap for Sprouts who think it's worth fishing for them by spamming Cure/Benefic. If we're intent on keeping the general mechanic, slap it on the jobs' respective damage abilities instead to teach people that they should be DPSing when not healing.
I would love it if they diversified Astro cards but that would unfortunately need an overhaul of fight design, otherwise the "correct" answer will always be a damage buff.
I also don't think healer kits neccessarily need a change. The fights just need to force us to utilize them. I would like if certain mechanics required certain types of heals. Right now shield healers are just flat out better than regen healers at literally everything.
Yeah like I said, there would be no RNG.
You have 6 draw-abilities. You decide which card to draw. But you can only draw each of the 6 cards once, and the ability that makes all 6 drawable again has a 115s CD. The idea is to replace the RNG but instead add a thing where you have to think about in which order to deplete your deck. We could of course sitll have Lord/Lady as Minor Arcana to add some RNG element to the overall system.
All I want is to not spend the vast majority of time in basically every piece of content repeatedly pressing the same key over and over again. If healing isn't going to be important and damage rotations are going to be minimal, it would at least be nice to have some incentives to vary things up. Healing skills that cause splash damage, apply buffs other than regen, interact more with the job gauge, etc. I'll take anything to have reasons to vary my spells and top off players even if they're not in any real danger.
For Astro specifically - which I'm not at endgame with this job yet so my wishes may be dumb - but if I got my dream changes, I would say that I would love it if the basic act of playing a card (having it color coded to a specific role) stays the same but there was additional effects specific to each card that reward giving cards to specific players. In particular, I'd love if the cards you drew interacted with your other skills. Like, maybe instead of playing a card directly, you instead cast a skill with the card slotted and depending on the type of skill you used and the card you have in stock it would cause a different effect. Like if I drew Arrow then it could extend the range and cause a crit on the next damage spell I cast or grant a shield on the next heal, or if I drew Spire it could cause the skill to create an AOE at the target's position that could spread the DPS buff the card usually grants to nearby players. I think keeping the overall reliability while giving each card flavorful and impactful effects would make me the most satisfied.
Just had a quick laugh thinking about what LV100 SCH ability would be... since we got a party wide sprint + mit, what if the new capstone SCH oGCD is a party-wide Rescue/Icarus Dive + mit where a flock of butterflies swoop down and push everyone to the direction where the SCH goes... also ignores Surecast/Arm's Length
I think AST would become enjoyable for me if the optimal play was not aiming to hold Play and Draw charges to use at the 2min marks. I think the act of using a card is exciting, but this feeling gets lost in the hectic burst window where everything else is being pressed.
I thought I had already put this here, but maybe it was another sub-forum. I don't have any exact adjustments I'd want, there are plenty of other people far more knowledgeable about precise healer balance than me.
My main personal gripe with healers is the same I have with tanks, in that I want the core mechanic(s) of each job to be expanded upon, given more depth, and woven more thoughtfully and creatively throughout more of the rest of their kit. I feel like there's a lot of wasted potential creatively for both roles when it comes to layering core mechanics, and for whatever reason the devs are just afraid to go wild with new ideas, causing job design to become stale over the past two expansions.
It's not even a balance thing, jobs just desperately need new core mechanics that build upon what's already there, which is completely doable irrespective of actual balance.
The thing about Dawntrail I'm most anxious about is that every job is going to get just another sprinkling of shiny yet shallow new cooldowns that have zero interaction with the foundation of their respective gameplay, and fail to evolve the jobs in any meaningful way outside of squeezing some new 2min damage cd into the existing burst window. Or worse yet, I'm afraid more jobs will be stripped of depth and mechanics completely, as we've already seen with SMN and PLD recently.
Unless there comes a time where they completely overhaul job gameplay across the board as a drastic form of course-correction, that is going to eventually be the death of this game. It doesn't need to get the point where that kind of course-correction is needed, they just need to focus each job thematically with deeper and more creative kits. That's what I want.
This isn't much of a wishlist, is it...
Uh, anyway. As a non-serious wish but one I can't stop thinking would be an amazing fit for this game, give me a healer that's just a carbon copy of Rosetta from Granblue Fantasy: Relink. Her gameplay and abilities would slot perfectly into XIV.Replace WHM if you have to.
Given that I've played Wildstar, and was already playing another game where I also was able to conjure up a unicorn as part of my skills, I'd say that I have a fairly eclectic taste for games, but prancing through FFXIV planting roses? no thanks, we'll already have people splashing paint soon- I'll pass. Let it stay in Relink.
Not sure what any of that means, but irrespective of her actual aesthetic, the functionality of her kit would just translate really well into XIV. Actual visuals don't really (entirely) matter. Like I said, it's a non-serious wish, because "we already have a flower-themed job" or something. Point is, CBU3 could learn a lot from other games when it comes to future of creative job design, because they're rapidly being left behind in that regard.
Gimme a gap closer for whm and sch...... that is all
free movement skills are about the most boring things i can think of to add to a job so it's no wonder people want to make the most boring role even more boring! i would pog so hard if we all had ikarus in 7.0!! :O
Okay bit what’s the upside to further homogenising the healers to give them all an ability none of them really need, the 1.5 second cast time is already plenty for any movement healers need consider damage babies healers in terms of how much movement they need to do
we're way past the homogeneous zone, also this is under the assumption that such skills would/could be implemented in such a way (even tho it more than likely would) hell it might be a way to add/give healers another damage button, i see your arguing on the basis of the role not the player, some players/healers would find this useful, also your post was a bit difficult to read
If it’s a way to add damage then it’s not a movement tool, it’s a damage tool; this is why the tank gap closers are so garbage in practice, and why they just blew up the hitboxes so that gap closing barely matters anyway
And if you are arguing for the person then if they want to play a healer with a gap closer then play SGE that’s the whole point of the armoury system, you don’t just get to camp on your favourite job then ask for the best of every other job to be added to your main, that’s why we get homogenisation
lots of points to cover
1st it would be both or depending on the situation would change its primary function, but also gap closers are decent dps ogcd, but the scale of the hitbox i dont think is contributory to gap closers at least i havent seen any evidence that would prove otherwise, furthermore why should someone be forced to play a class they may not like? having everyone play SGE would be just a conforming to uniformity as homogenizing classes, what does the armory system have to do with anything, like do you mean gear ilvl, please tell me your not arguing from a glamour POV,.....seriously? and lastly i think some people are being a bit reductionist or are hyperbolic when it comes to the usage of the term homogeneous, sure the classes have similarities (which isnt the fault of SOME similar skills or the request thereof but is actually the fault of players wanting everything to be easy boss mechs, buff/debuff management, role responsibility ect )