Funny how they once both had more dps skills, more complexity in said damage-dealing, and yet often had to spend more of their time healing...
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Being a pure-healer sucks. Unless I'm trying to do an ultimate or a particular unknown extreme/savage, 99% of the game is a snooze fest. I'm so tired of this. Give me something else useful to do instead of spamming 1 skill 1 dot or change design encounter. it doesn't NEED to be dps, stop giving utility to DPS classes instead of us. I don't even care if now everyone is "balanced", of course they're balanced, they're BORING.
Yeah it doesn't have to be DPS, the point is agency - something you do proactively on your own rather than reactively when someone loses HP, whether that was SCH's dot management or AST's cards back in SB; WHM needed more in this department, not less. Unlike the current cards SB cards allowed you to choose how to play on your own initiative, rather than having the system insist you do certain things like buff that guy who stood in the fire and died 3 times because they're the only ranged (with a buff which, TBH, is completely unnoticeable and irrelevant unless you're running a parser, outside of racing DPS checks in Savage). Having some degree of agency in how and when you do things, and being able to see the results, makes cleaning up after goofs tolerable. Merely being a passive healbot DPS accessory should not be the sole focus of the job.
The invisible nature of AST cards. We don't talk about this nearly enough. I would love some sort of persistent visual effect when a person has a card played on them, along with a noticeable game effect. It can be utility or some sort of buff other than direct damage. Cool new strategies open up if you can look at the battlefield and see who has a card on them and the nature of the card, just by looking at their character. Maybe a hasted character glows green or defense-up character glows blue? Imagine a gauge that pops up on the screen when an Astrologian alters time & space by playing a card on you.
If a banned parser is needed to appreciate receiving AST cards, something is very wrong.
Exactly this. Even if there were an official parser if the only feedback you get from your action is a number then it's unsatisfying from a gameplay "feel" POV. Certainly it has no right to be a core job mechanic, something more like a fire-and-forget button like Battle Litany or Mantra (see also: current BRD).
The core gameplay design for DPS jobs in this game is "if you do your job right a Cool Thing happens"; healers are missing that, it's just more Make Health Bars Go Up. Even "simple" RDM, if you do your melee combo right you get to cast Verflare/Verholy. If you balance your mana right it goes up faster. Things you can see and feel without a number telling you so. I don't touch healers anymore but I can tell when I get a card buff on a DPS job, I can even tell what card it was from the sound effects that I still remember from 2 years ago. And it doesn't matter because it makes no discernable difference to my gameplay experience whatsoever. From a DPS POV, in SB if you got a Spear on BRD or Arrow on BLM you def. noticed the effects. Certainly you noticed old Ewer, even Spire. Now? Ehhh. Where's the satisfaction in handing out buffs that are imperceptible to even the recipient, much less to you?
Never forget that the issue with old AST cards was the disconnect between fun gameplay and skilled gameplay.
It's why I feel that one of the most important things that the devs need to do is to ensure the optimal gameplay is fun, and is the most fun, in all content.
That's the interesting thing with old AST cards. Sure, spread Balance was the optimal choice in almost every bossfight, because more dps = shorter fights = less chance for anyone to screw up mechanics. But in those niche scenarios where for example you had a dungeon tank that didn't know what mitigation was then Bole had infinitely more noticeable impact, because you could do the tank's job for them and prevent potential wipes.
I miss being able to give an extended Bole to chowder head tanks.
Help Co-Healer regain MP for possible recovery before soft enrage with Ewer.
Minute long Balance in light party on really good DPS player omnomnomnomnom.
I also always felt like getting Arrow on DRG was kinda cool. Like, felt almost like hitting as fast as Monk but with bigger numbers.
Arrow was nice for blm as at that point they could properly find a more reasonable and cruicial time to use ley lines.So idk why people who say they dont want storm blood cards back like dancers saying they wouldnt want skill speed. I may not even look at you. If I have no blm for arrow i can use it on a whm or sch since their cast times aint all that or ill royal that bad boy to make the next card last duration. why would I dear arrow any other job cept blm or healer. Dont wanna be chew up about making you clip xd. Your roght you see no huge dif in shadow bring card system vs stormblood been trying to say this forever.
Amma say it whoever likes it or not storm blood cards are beast and it made ast had a identify vs yawn boring annoying dry shadow bringers cards. Get rid of this disgusting shb cards plz:(. Its probably why after ruining cards why they op our regens and shields. Yes I like the stronger regen and shields but still that was not a wise idea. Ast true power was the cards and be a weaker regen/shielder or least on the same lvl as whm and sch not taking away their jobs and water down ours.
only useless card to me was spire when tp was gone and id just royal it for aoe of next card
arrow= give this to a whm/sch/blm would help with their casting time and blm could save ley lines up for easier crucial needs.
Bole = A 20% migi is nice for contributing dps and I dont need to kill mp on noct field asp spam or can throw it once with bole plenty up time.
ewer= the best and most prefer card that I will say I can be selfish with and loved for myself. if you use luci and died and pull this card and use old light speed 50% less mp.cost spell reduction, was a juicy way to recharge mp especially with old co. Dieing felt not so bad.
Balance = course dont have to explain this one as this one always seem to be the only one people pick where I find all but spire useful.
spear= am sure a bard or monk will love that nice 10% crit increase or if aoed 5% entire party. Crit means bigger damage and heals.
spire = spire was only useful when tp exist and ninja I heard had a use for it.
lady = was okish could be better heal.
lord = was meh weak damage but could be used with old combust 1 and 2 for dps contribution.
Not really useless, just incredibly niche. Like I said, I'd take an enhanced bole over a balance any day when I got a tank that wouldn't use mitigation if you replaced every other skill with it.
In savage you don't get those people and even in dungeons they're not all that common, so unfortunately you didn't get a lot of use out of those niche cards.
They were only "useless" if all you did was Savage where you expect a perfect party. The cards that had the most effect from the healer's POV were, in fact, Ewer and Bole.
That's just blatantly off, as Savage is the only point at which Ewer and Bole could see competitive value in even typical circumstances.
Outside of Savage, there's no point at which Bole (which provides a 20% eHP increase but, due to multiplicatively diminishing returns with each layer of mitigation, far less actual savings in healing required) would provide a larger healing benefit than Arrow. And even in the very worst of situations, unless Bole just happened to come up in alignment with a tankbuster to which the tank would otherwise die because you've had to heal others from severe avoidable damage taken before soon-incoming unavoidable raid damage, and still have more healing yet to be done and thus cannot otherwise save them... Bole is going to be useless because it lacks the eHP increase in Expand to save anyone from their mistakes and the larger part of damage taken isn't predictable.
Similarly, outside of Savage, one becomes increasingly unlikely to be forced into MP starvation except by such absolute sh*tshows as are probably best, at that point, not to resurrect more than once each. There, too, you'd have been better off with that bit more Haste by which to get someone to sufficient eHP before what would otherwise finish them off, saving you the 3000 MP.
Those were my 2 favs the most out of the cards, I was a very greedy one with ewer especially and usually hog it unless its a party of friends xD. Bole rock so Idk what people is talking about bole useless, that is saying collective is pointless and sacred soil that does the same 10% migitation block and bole is giving 20% lol. I just feel players who saw faults with the cards in stormblood even if they are situation dont like ast, cause situation or not stormblood card will ever be superior in every which way to shadow bringers.
Oh yeah, all those people lining up the block for the empowered Ewers. ;)
Even so the dry 5% or 8% lil damage increase of shadow bringers cards atm is still pointless, I much rather a claimed 20% bole which situational and may not be used alot far more viable than a worthless 5% buff and only single party target vs even a aoe bole that will be cut to 10% migi for entire party, remember there is succor or aspected helios(noct) could stack with bole for better migitation so a dirunal ast using bole with a sch succor or another ast in noct field works wonders. its pretty much now atm co opp is the new and improved bole. Ewer again well it is very viable if you get a party or raid that everyone is clueless and dropping like flies over and over, that is how this mp issue happen on ast when we got this rubbish card system rework before they finally after how much request decide to make draw give back mp and sleeve draw.
Bole, at least, could see significantly more use by just...But Ewer/Spire... Kinda dependent on MP/TP having been an actual/meaningful mechanic, rather than just a "Basically a soft charge-bank on Resurrection spells and a way to reduce unnecessary Holy/Medica II spam" and "Skill Speed wasn't terrible enough despite not contributing to abilities and lacking the quadratic scaling of Critical Hit, so here", respectively.
- actually having content tuned to need significantly more than merely oGCD healing, and
- being able to charge up to one's next Draw while the current Draw is available for casting (i.e., a 30-second leniency period in which for a useful situation to occur).
As would I, but that's ignoring something else that's rather important: the devs didn't just want to scrap AST's Cards; they wanted to reduce party utility altogether.
Although some durations were extended in compensation, the average party utility buff's potency was nearly halved.
You wouldn't get a 20% Bole or the like today, situational or not. You'd probably get an equally worthless 8 or 10%, almost always insufficient to hit any eHP threshold.
So how the hell do you play AST now? The cards all do the same thing now?
The problem with utility cards are that fights are designed to be possible with 0 tenacity, a tanks own cooldowns, base movement speed and your own mana pool. If your team are playing reasonably well, most utility cards are unnecessary. You have the fight mapped to beat it without them. They only feel useful. On the other hand, dps is always useful.
Having utility cooldowns on back-up incase of someone messing up is nice, but the game just doesn't support making a full rng based system out of it. Especially when some cards are better and compete with the situational unnecessary ones.
If cards are going to be utility, they should probably be something separate to the dps cards entirely, rather than instead of them.
correct.
all cards are now a ~3-5% damage increase (depending on target), cannot be modified anymore tmk, and eating cards only serves to mildly increase this damage bonus. this all feeds into granting a sub-resource that allows you to grant another marginal damage increase beyond those, and the "complexity" now lies in assigning the right color card/lucky charm to the right class archetype to gain this resource.
The main issue with this is that SE homogenized some of the wrong things in both tanks and healers, though especially healers.
Everyone gets shields, mitigation, and regens.
While that can be fun and it's kinda fine for casuals, it's mostly only fine because casuals don't need to use most of that kit to get by. That's the entire point, but raiders get punished for that.
Despite SE's insistence of healers only heal, if you actually look at FFlogs, successful healers do half the damage of a full fledged DPS. It's only at the casual level that this isn't true, once you remove unsuccessful raid healers.
The entire design of healers had changed from ARR, where GCD heals were like 75% of healing, down to almost 0% now in ShB. Healers need to to stuff to not get bored, and if the boss mechanics don't force the healer to constantly do them since oGCD healing means that the healers essentially has 95%+ healer downtime, they're going to spend the whole time spamming a single button because SE didn't give healers anything else to do.
This isn't like the old Ultima/Everquest days where it was alright for a healer to go take a shower in between heal phases during a raid because they need to sit down and recover their MP before the next big heals. If the fight demands the healers' constant attention, they better have things to do the entire time.
To be honest, I don't know why healers don't get more utility skills in general. I mean, cards are great, and they take up a decent amount of the downtime ASTs get. It actually almost justifies having only two real damage buttons, as you can weave your cards in between. If only they had a noticeable effect and you did it more often. Like maybe you could draw a card every time you used Malefic, and when you got five, you could activate a buff on a target. The buff depends on the combination of cards, and you still got things like sleeve draw, shuffle, and other ways to manipulate the cards to change the buff.
At the same time SCH could get actually strategies that gave offensive buffs and mitigations. Put together three tactics from the aetherflow abilities to build a strategy, which gave the buff.
WHM could get...anything. They don't have a single utility skill for some reason, as if Afflatus Misery was supposed to make up for that. And if it was, then it's really telling how little SE is valuing the buffs that the other healers already have.
With how SE's been going on harder about the pure/shield healer divide since Sage was revealed, all the existing healers need a massive rework for those words not to be a flat out lie. It's not like the usual issues of going double shield healers is really that much of a problem in casual content anyways. Raiders should adjust their party comp so that they don't double up on anything in the first place.
I don't remember where I saw/heard it, but I feel like I recall the devs saying they wanted to remove a lot of the utility abilities from the game as they felt like it made people feel like certain classes were required. I.E. Utility always leads to meta, which they don't/didn't want to see. Despite the fact that it would just shift the meta from who supplies utility to who deals the most damage.
If they did make that statement I don't think we're going to see a return of utility abilities unless the design philosophy changes.
That was said during the job actions video for shadowbringers. Yoshi said he wanted to kill the meta because some jobs were left out of savage and he wanted every job to be viable so that’s why they stripped bard, Astro and scholar of their utility because they were meta for years. I don’t agree with it but it is what it is. I hope they learned their lesson. All this expansion there have been complaints about sch, Astro and bard. We will see if endwalker fixes what shadowbringers destroyed
As a former WHM main, the only welcome change that Shadowbringers brought to the healing role was that AST and SCH were no longer just strictly superior to WHM in basically every way. Whatever fixes they make to the role in general, I really hope it's not "well these two have powerful utility and you don't. Also they have heals and damage that are roughly as strong as yours. So they're just better. Have fun feeling like you're gimping your party with jobs that are straight up inferior!"
I don't get why they decided it was better to simply strip the utility rather than give utility to the jobs that didn't have it. WHM should've simply gotten some sort of party buff to make up for the difference rather than strip AST and SCH so badly.
You can't even make the "it's for the newbies" argument when it's not like newer players would even use the utility until they're comfortable with the base mechanics anyways. At least aside from AST, but you went for AST specifically for the cards anyways.
And for the DPS, I mean, utility is amazing and all, but it doesn't work without some selfish DPSs to maximize its use in the first place. Though that would depend on the balance of output, I don't see how it's that bad as long as the dev team has some baseline rules when it comes to designing the jobs vs the content.
One has to wonder... How can DPS have zero party damage buff jobs but healers struggled with it until the others were nerfed to the baseline? I'm sure it would have been possible to buff WHM without giving it party damage buffs or nerfing SCH or AST.
What's wrong with having a meta? Just design fights in a way that makes all roles useful. Make them unique and make their uniqueness required in certain encounters or more like have the boss do different mechanics when different jobs are in the party. Basically, have the boss adjust to the jobs instead of having the player base adjust by bringing the best jobs.
While I agree with the direction you're aiming for there, that requires more work while not actually much reducing the impact of a meta, as one composition-based version of the boss will end up easier than others.
Tbf, the metas aren't particularly impactful even now. You can do Ultimate on whatever jobs you wish, given appropriate role counts and few enough (or no) duplicates. And giving us more impactful/tailored mechanics or boss designs would at least give us something to look for beyond merely sustained rDPS, which I feel would be healthier for the game. But, it'd ultimately change very little in regards to a given meta existing, except to make it a bit more chaotic (proficient players wanting Comp A for speedruns and less skilled players wanting Comp B for its leniency unless there's a one-trick who requires a swap to Comp C, etc.)... assuming, even, that everything goes right and it's not the same comp or two that always gets the quickest and easiest cake for the majority of fights.
All i can say on the topic is this. I hope to god 6.0 introduces some form of a mini dps rotation to the healers. Will it happen? Most likely not. This playerbase can barely handle healing in endgame content (lvl 80 dungeons). Having to dps as well would ultimately shut down their brain cells.
Sometimes, true Progress demands sacrifices to be made, in one form or another. And i hope that "mini dps rotation" means more than just 1-2 additional dps spells for lvl80+.
Healers deserve to have at least 5-6 more dps abilities from the way i see it (and with that, i mean actual skills, not just the same basic spell that just does raw dmg on single target/splash range, let us have placeable AoEs or something that channels for a few seconds).
I mean, i wholeheartedly agree, but unfortunately the playerbase i mention is also the one that is the loudest on the likes of twitter and reddit which are two places SE looks at for feedback. My problem with this whole thing is how they haven’t even addressed it at all. Yoshi P said awhile back they tune raids to where they don’t require healer dps, but that’s literally not the case. If healers didn’t dps week 1 savage raid clears wouldn’t be a thing. There are so many other mmo’s that have unique forms of healing and healer dps and this game it’s just, regens,shields, oh wow they can do both now, here’s a random ground target aoe. Like, please let Sage break the mould and actually have unique forms of healing or dpsing cuz otherwise it’s just going to be another expansion of boring ass healers with nothing changing. They supposedly spent the most amount of time on healers they ever had in ShB, and look how release went. Sch got energy drain taken away, Ast was a mess. So if that was them spending a lot of time on them...i have low hopes for 6.0. Especially with a new healer taking time away from the others.
Except we did have that, at least for SCH back as late as SB, and while there were a few wipes here and there, frankly speaking, I don't see what's so bad about wiping in a dungeon on the occasion.
It's a learning moment. It's definitely better than healers dropping their chosen role because they got bored with it because there's no complexity to DPSing. If dungeons don't give healers anything interesting to heal, then healers need something to make DPSing interesting instead.
You know what I do in every pull in dungeons as it stands? Excog, Sacred Soil, and an adlo prepull. If I find out that the tank's crap or they're taking a particularly hard pull, then maybe a whispering dawn or another adlo mid pull. The rest of my button pressing is just ground slapping until everything's dead.
Can't say it's very interesting to be healer when that's all I do every pull, every time.
I mean again, i agree with all of these points. I wasn’t saying they shouldn’t do it. I’m just saying what’s more likely as they seem to try and cater to the part of the playerbase that’s very lazy and only wants to do the minimum in content. Sch in SB i wouldn’t say had so much of a rotation. It definitely had more dps tools yeah but they felt kind of disjointed. I’d like something fluid that actually feels nice.
I'd like to see a proper rotation for healers. Doesn't have to be as complex or demanding as a dps rotation, but something beyond 1 nuke 1 dot 1 CD.
I just set up my bars for AST and can't see myself doing ANY DPS if they add more DPS buttons to the mix. I just simply don't have room for them.