Same with damage and that's just not for healers, for every role. Consistency is king. Even things like direct hit crits are a problem which will presumably be fixed in 6.0 with their stat crunch.
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RNG with DH and Crits would be a problem for short encounters where getting 1 crit or Dh would make all the difference.
In 10+ minute encounters where we use several skills per minute said RNG in the dps is mitigated.
That being said, RNG during key moments, such as damage spikes can make all the difference. If a raidwide aoe or a tank buster would have saved you and your teammates by having 10% damage reduction, but your "cards" didn't grant you the mitigation when necessary then that's bad design.
Or just particularly bad luck, if that was all that the party had to rely on. Even when this could have been an issue, there were always other means to mitigate that particular issue (shields, abilities, even from other jobs). Based upon how Squeen designs their encounters, if ever one came to a point where that extra 10% damage reduction was required to save whomever, on top of all other mitigation options available, then chances are, you were not supposed to take that hit in the first place (those "niche" moments everyone likes to sneer about), there was a mechanic that was not satisfied (especially if the party tries and fails to skip mechanics), or the target in question has stacks of vulnerability (the leading underlying cause of death, in PUGs, in my experience).
Regarding RNG, if it was truly such a big problem, Squeen would have introduced abilities and/or traits that provided guaranteed Crits/DHs for a limited number of time or applicable skills/spells (e.g.: SCH's recitation) and plopped them onto jobs, either through role skills or through each jobs' individual kits, and just made the Crit and DH stats increase the amount of damage dealt by Crits and DHs (knowing them, though, it'd be at a rate of like... +1% per 1000 of each stat). Considering how much they love precisely planning their baseline and "choreography" for fights, it would make sense to limit the player for that reason alone; but since they haven't done this (yet), I don't think they factor in RNG as being nearly as much of a "problem" as players make it out to be.
Well, considering the changes to AST come 5.3, its seems devs have doubled down on their simplification of the healer role and have completely ignored nearly all the issues in this thread. RIP
Funny is now i have unlimited Mana as a AST but its not more fun... its just Malefic with cards and OGCD in between.
I am not sure how to fix but the cards are not impactfull at all. No tactic or decision just throw card at player=win.
Divination is just bland and more importantly even less impactfull than the cards itself.
I feel like WHM with a gambling addiction. Thats it.
The only healer that feels diffrent from WHM at the moment is SCH.
Scholar is not even boring its laking. In numbers the healers are close but the very moment a group effect like "reduced to 1 HP and heal up or they die" and its not fun as SCH.
No offense but a Shield for the mass damage and excog for the tank and last but not least the regen from the botly aka fairy and let the WHM handle the rest.
The shields are not strong anymore and only for "proging" good and even then we did it without and it was fine. AST with shields and neutral-sec is more than enough and AST also has the cards (more damage is always good).
And dont you dare to break your damage combo aka "number one".
The whole fairy situation feels like oh you are not like the WHM but your fairy is, hur hur hur...
The whm is the only healer that has a personality but after some time you get a little mad
with the "glaring" situation (damage rotation... yup its a bad joke).
Sorry for the salt but SE dont talk, dont consider any feedback (remember the time pre-realse SHB as we were told the healers are AMAZING and dev did it the long needed healer rework and you love the changes....marketing-blahblah),
and Yoshi said he loves the SHB-Healers and how they work.
It's hard to balance RNG in a way that feels impactful, but at the same time remains consistent. I don't think that's ever possible. If your RNG ability has such an impact that it changes the encounter drastically (By allowing you to skip mechanics, or survive things you otherwise wouldn't given a less lucky roll.), then that makes the RNG inconsistent.
On the other hand, there is a lot of satisfaction in making quick decisions with abilities that grant a surprise boost. Getting a Bole to mitigate that incoming Tankbuster can feel inmensely satisfying.
Highs were really high, but the lows were very low. Funny thing is a Redraw button with 3 charges would have fit old AST better I think.
Sadly this is probably true.
But this would mean we'd get the same healer design going into 6.0 and from there it tends to be set in, they almost never do full role reworks. This would mean the new healer would be a 2 button dps, we'd still have very little to heal but they'd be convinced all we do is heal and would "helpfully" shove buckets of Det and Piety all over our gear sets. Remember we've had 0 communication in the form of "we have been listening to your feedback and plan to address this". The AST changes basically just removed MP as a resource and reduced APM a little. And this is the team starting work on 6.0 at this very moment.
It's quite worrying.
At this point what new abilities could they give Healers? Yet another healing spell? We have plenty of those. Are they going to remove certain skills only to give them back but with a fresh coat of paint?
What skills could they add for 6.0 that are not redundant for a 1 damage button 1 dot design.
Truly, they can only build up on damaging skills at this point, it's the only part of healers kit that is open to building up onto.
Or they could just remove more skills than they give us like they did in Shadowbringers to make healing even more accesible. No more regens, ground targets, or spells. Healers have a trait that tops off party member hp to anyone within 20 yalms. Just be there.
I find that about as likely as them gutting Tanks skills in favor of a debuff called "Tunnelvision" that would force the mobs to aggro the first guy to whack it. No Provoke, no Enmity combo, no Tank stance, just be there.
In other worlds, this is nothing more than a exercise in doomsaying for now. I expect the status quo at bare minimun.
They have been very fond of that. Seraph and Temperance are basically reskins of old abilities with a little tweak. I can see that happening again.
I could see more heals easily being added. Remember they think we constantly heal. We'll of course have at least one new ability slot taken with our dps spell/dot "upgrade" and probably another with a trait that upgrades a current ability, which leaves 3 new abilities at most. I can see WhM getting another lily heal, like a shield or regen and SCH getting a single target Fairy gauge heal.
AST or SCH, anything could happen with them, just look at DRK. They couldn't get it right in Stormblood and ended up re-doing it entirely into some sort of half-Warrior clone. WhM would be the likely one to clone for healers. I wouldn't put it past them to trim AST's card oGcd's down a lot, like removing Sleeve Draw, Redraw and always giving you a seal you don't have with Draw. They might also make SCH's minion more automatic except for Fairy gauge and seperate Energy Drain from Aetherflow.
Now of course, there's no point in doomsaying too much when we don't know what they have planned, but this is speculation based on AST changes, lack of communication and the fact it's unlikely we'll have a proper heal developer in 6.0. Unless something changes soon, and it hasn't yet, things will only get worse. The best we can do is continue to make ourselves heard and not give up.
Why do everyone want ED to be seperated from AF now?
I keep seeing this suggestion but, it's how it has always works. Why is it a "problem" now ?
Besides, the idea of getting back ED was to have a AF spender that was not healing.
We lost our dots, we lost our fairy managment, we lost some buff/debuff (virus, EfaE),critlo (and Deployment were nerfed) you want the AF managment to go away as well?
We really want the decision making/heal planning to totally go away?
I know AST mostly loose no DPS for healing since he has so many oGCD he can weave in between each Malefic/Lightspeed.
Yes WHM has Misery which compensate 3 of its 4 Glare.
But if the answer to that for SCH is just "well, forget about it" and get nothing in return in its gameplay, then the very few hopes I have for a revival for this job is definitly gone.
I still have absolutely no idea how FFXIV went from having some of the best designed healers in the genre (HW/ARR), to having literally the worst possibly designed healers. Like, what the heck? How did we -get here-? What kind of cognitive dissonance does the dev team have with the playerbase?
I'm gonna say something good about the forbidden game: WoW's healers are actually fantastically well designed, especially because - when you look at them now - it becomes evident they took ideas FFXIV started to popularize with the ARR/HW healing classes. Albeit, I'll be the first to admit that DPS healing has existed far longer than FFXIV.
Changes I'd like to see for Scholar is to give the fey gauge a bit more flexibility and be able to use it without the faerie. I rather have the Fey Gauge be changed into something like a Fey Bond, where it's more of a tool that you can use regardless whether your faerie is out or not but only charge up when the faerie is with you. This would work more inline with the level 60 capstone skill Dissipation because it feels really wrong to disable your capstone skills at level 70 + 80, as well as your 'passive regen' removed, and get nothing else but aetherflow for burst healing. Before lv 70, dissipation worked out fine because everyone's HP was within a certain range that aetherflow healing and a succor or two can fix the issue. However once you enter Shadowbringers content, the HP of the tank and allies are raised significantly in response where the burst healing from aetherflow is generally not enough if big mistakes happen and adlo spam is sometimes not enough to prevent a wipe since the faerie is initally factored in the Scholar's healing kit as their sustained regen source unlike Astrologians and White Mage who does have those regens tied to their GCD/very potent oGCD. It makes using dissipation viable only in specific scenarios such as waiting near the end of a dungeon pull where you would be traveling to the next part of the dungeon without combat rather than a capstone skill you should be putting on cooldown since you would lose a lot more potential aetherflow the longer the skill isn't used.
Changing and enabling the fey gauge to work without the faerie I feel would be a lot better for having another resource during dissipation since you would be able to have your second 'sustained healing' option.
Increasing Fey Blessing's healing output would be a good change too. For the current Fey Gauge, there is really one situation where I would be using it - When one person lost a lot of HP and you would Fey Union them (ex: tank who didn't mitigate a tankbuster /someone who just got ressed). Generally though, this situation is covered by Excogitation and lustrate. For Fey Blessing, as an AoE pet potency heal, it's either too weak of an oGCD that your other available healing tools can cover the damage better or too long where all your aetherflow & skills are on cooldown, then suddenly have teammates make a lot of mistakes and take a lot of damage at once. Fey Blessing can't do anything to cover the massive amount of damage by level 76. As it works currently, it's essentially a 2x AoE embrace every 60 seconds and due to the increased HP values in Shadowbringers, 2 AoE embraces doesn't heal much if anything.
The problem is that they're not copying what earned WoW 10+mil players but what made them lose those players again, a.i. severe homogenisation, simplyfication for the sake of broader appeal, removal of class sinergy and ability pruning with no satisfying replacement.
It's almost funny to see that while the WoW devs realized the more engaging design of XIV's healers was a thing worth implementing the game that popularized this design instead wants to go back to a design from 16 years ago.
I can't wait for when we have to spam different ranks of Cure 24/7 like we're back in Molten Core /s
Am I the only one who feels PVP AST is infinitely more fun than PVE AST?
Minor Arcana is just draw, but reduced to 2 cards for melee and ranged. Not an improvement, but it's literally just Draw without the unnecessary complication.
Celestial Opposition actually has a unique and interesting application and isn't just another heal.
The identity of Malefic and Benefic making your next hardcast of Malefic/Gravity/Benefic/Benefic II/Helios instant is very interesting and makes you think about how you approach healing and DPS, and which you're going to use the instant cast on.
Neutral Sect changing Benefic and Helios into their aspected forms makes the effects feel more special.
I'm not saying we need to replicate this completely, of course. We don't want to just drop the main arcanum cards, Earthly Star is one of the most interesting healer tools still available, and Horoscope's animation is too good to lose.
WHM also has some interesting PvP effect, such as Solace having a Regen effect attached
That said I wouldn't mind seeing Phantom Dart, and Abridged in PVE. But I don't wanna lose the sect stances and their icons/animations which I fear the lockout of the apsected skills behind Neutral as wel as its current effect would probably entail.
..Though now that I think of it, the Sects changing Helios to Aspected Helios might be interesting and I can see it happening to Benefic if they are willing to have the Sects affect Malefic as well (Like the two skills being as symmetrical as possible)
All that said the healer PVP chances were a result a of a lower skill cap and translating the PVE mechanics, the Cure/Benefic 1 trait is likely the basis of Abridged in the first place
Honestly, I feel like we've gone from having HoTs and Shields being more exclusive to them being all over the place, which I think is adding to the lack of healing demand in newer content. I feel like the healers might be best off simplifying their tools, and when I say "simplifying," i mean finding their core identity in both DPS contribution and healing and adjust or remove tools that bleed into other healer kits. Thin out the pool a little and leave some room for creative ways to expand on the way that they interact with their tools rather than just plopping more heals on top of what we already have.
There are honestly a few ways of adjusting the sects to not be stances, but ways to influence your heals that I'd like to prototype myself if I could, just to get a concept of what those would feel like. It could be an awful idea or a great one.
It was already being blurred to begin with Heavensward since even though it was a shield class, Sch had the best regen in embrace and the best ogcd aoe regen in Whispering Dawn. They tried so hard with noct sect in 3.4 when it got major buffed in so many places but the balance card change that patch made all of those changes mean nothing.
Is anybody else frustrated at the fact in bozja and eureka we can use stoneskin, protect, shell, reflect, bravery and something similar to eye for an eye but not in the rest of the game?
I love you, OP. ;-;
10/10 100% constructive comment
As a casual player who played all healer classes up until around 3.4 was released (and then took a long break from the game) I'm quite saddened to see the current state of the healer classes upon my return a few months back (and don't get me started on Summoner!).
It feels like they've been really dumbed-down/simplified and lost what made them unique and fun to play, I almost wept when I realised that Eos and Selene had no differences aside from their looks, nearly choked when I saw what had happened to the AST card deck, and still wondering when did White Mage stop borrowing from nature and go full on light-mage (is it some sort of remnant to what happens in ShB?).
You've all pretty much covered it already for suggestions so won't go repeating it but SE for the love of all things healer, please do something about them!
WHM:
- Lily dps spender, so we can dump excess lilies when there's nothing to heal
SCH:
- Streamline faerie x seraph a bit... There's way too many faerie-related buttons
- Not related to gamelpay, but let us glam our faeries into pixies or moogles
AST:
- Make the major arcana once more have their old effects... Switch the old TP one for a fast movement buff;
- Minor Arcana, in the lorebook, is represented more or less by suits of playing cards (I believe they are 1 to 7 then Lords, then Lady). Would be cool if when using Minor Arcana we could randomly draw one of those and the damage would be huge if a Lady was drawn, and mediocre if a 1 was drawn. The aspect of the card depends on which major arcana you replaced.
- With the inlcusion of a fourth healer, I think it's time for AST to lose the whole Shielding/Regen stances and get a thing unique to their own. This mechanic always felt very band-aid-y to me.
So the devs want to incentive us healing more by further nerfing dps. All that's done is anger everyone and nerfed scholar below 72.
/clap
I genuinely fail to see why its taken so long to get monk back to its ARR state albeit improved. But it certainly doesn't give me hopes for this list of healer issues
The +200pot/min on Biolysis makes up for the ED nerf, and that’s before you consider the Broil buff.
Dissipation is now more of a maybe-hold-for-movement tool instead of use-on-cooldown-for-dps.
And the ED nerf is to reduce the punishment for using Aetherflow heals. More power to them, my only complaint is that they didn’t go any further with the nerf and buff up Ruin2 to compensate.
But yeah the flat nerf pre-72 is a bit of a slap in the face, I 100% agree.
Sure, it's mathematically a buff to SCH dps, but that increased dps comes from more Broil III spam, which is the most out of touch buff I've ever seen. On top of that it actually PUNISHES weaving Aetherflow heals outside of Biolysis refreshes even harder than before unless you doubleweave it with the nerfed Energy Drain for a whole 10 potency gained over Broil III.
So I started at the end of HW and by the time i leveled a healer to max it was SB so what exactly did you guys lose inbetween HW and SB?
HW -> SB was prior to the Great Gutting of SCH and AST. They lost several things, but most of it was SB -> SHB. Off the top of my head, things like Shadowflare and Stella went away. A few damage/utility options mostly. SCH had some ugly MP nerfs that were fixed pretty quickly. WHM lost similar options, partially due to the upgrade traits for damage spells being introduced (i.e. lost the ability to apply heavy from Stone 1 or the extra DoT from Aero 1 because the levels of Stone and Aero got compacted together). Fluid Aura lost its damage.
The main red flag from SB was job identity/gauges, specifically WHM. AST and SCH gauges were easy to guess; they already had build/spend resources tied to their job identities, and tracking those resources was the logical place to go...even if tracking something you already have isn't exactly cool or new. WHM had no such gimmick to keep track of, so Square Enix invented the dreaded Healing Lilies. There are threads on this forum with more in-depth detailing what dreadful design they were. They fixed exactly zero of the problems career WHMs in Heavensward were complaining about. They worked in a way that made ignoring them more efficient than using them at all. And as Shadowbringers design can attest, they were the beginning of Square's wretched "pure healer" prototype. WHM, aside from Thin Air, got effectively no updates to its capabilities in Stormblood.
Heavensward -> Stormblood didn't have the biggest cuts to healer kits, but it did have the big red flag warning us about Shadowbringers.
This was the big red flag for me at the end of Stormblood
Well, mainly the SCH & Astro part.
https://cdn.discordapp.com/attachmen...530_075149.png
The good changes:
Malefic/aero/ruin-Broil actions were consolidated to 1 action on the hotbar that changes based on level.
New actions for Sch and Ast complimented their kits with earthly star/excog as most beneficial.
Ast gauge was the best designed of the three, simple and got the info you need.
Whm getting Thin air
Sch got quickened Aetherflow which rewarded skilled play
The bad:
Aero 2, Combust 2 were consolidated into a single DoT rather than separate DoTs from combust/aero, fairy was nerfed again at start
Loss of actions such as shadowflare, miasma 2(which they returned later), stella(If fluid aura is still around stella should be), disable(a dmg reduction and looked awesome)
Whm Lily system(it originally had that you needed 1 Lily to use benison and to get a Lily required a gcd heal AND get lucky as it was a proc)
The meh:
Sch gauge, it is the same as is now
Pet system was the same (got improved later SB to the best version of the pet system the game ever had)
New nukes DoTs were same as old just new animations
In SB
Everyone lost crossclass, one of the worst design decisions in the game. It was apparently unbalanced for savage- well just ask for restriction from savage not destroy a good incentive for players to level alt jobs. It gave job customisation, something lots of players are asking for now.
Everyone also had dots consolidated
Whm lost about a dozen abilities in SB, and got forced into being a "Pure healer" somehting that is unacceptable to play in ffxiv's encounter environment and had a pointless gauge to boot
Astro lost Stellar, Disable and its mp recovery (luckily it still had old ewer which a good astro needed)
Sch lost eye for an eye and another ability i dont recall the name of.
in Shb
Astro lost its cards, Time dilation, Celestial opposition time+stun effects, bubble effects and received nothing but nerfs and redundant heals
Whm lost aero 3, but then again they had already been destroyed in SB
Sch lost its pet, dots, shadowflare and energy drain but they were forced to give energy drain back because it broke the job.