-
I mean some other game do it. The captain healer specialisation in Lotro does exactly that. It slightly heal everyone when some of the dps skill are used. It kinda work like kardia, except it heals everyone. It's not as good of the pure healers, but it works pretty well as a off heal. That said, the healer/tank/dps is not as rigid as it is in FFXIV. Buff, debuff and CC are far more used that what we have in XIV. For that reason, I don't see that happening here.
-
I mean, it wouldn't be my cup of tea, but it definitely sounds unique and interesting when it comes to FF14. Unique is good, I like unique. *Hisses at all those homogenised jobs*
-
A-Are you speaking of WAR?!
-
There are some mechs which make this either very annoying for downtime reasons (searing wind) or break the current strats (M4S transition which needs one melee and one ranged pair and both of them support/dps pair).
It might force to use one magic dps in melee spot.
I don't think this will ever happen.
-
They could go the ffxi way by giving them access to clubs or if not that a maul. It is doable!
But…how would the healing work? Damage = heal? That would be rough out of melee range to not get heals. Would need something to help.
Idea 1:swings the maul around to do a aoe heal?
Idea 2: hits the ground with the maul to aoe heal?
Idea 3: make it throw potions to single heal
-
Could a melee healer work?
Probably
Would it work?
Not really... healing in this game is not really needed to make designing a new healer worth it.
I expect that they will only focus on new DPS jobs for the remainder of the game as any new tanks or healers will cause an imbalance in their existing system.
-
I suggest range healer call a medic that has pet dog that garlean in original
-
Yeah I thought thats what a battle cleric was
-
A melee job wouldn't fit their healer design of 1 damage spell and 1 dot.
So, sadly, a melee healer wouldn't work in FFXIV.
-
Too often I see people who misunderstand what "Melee Healer" means, and additionally see too many who assume it has limitations that wouldnt be applied to any other jobs in the game.
All melee DPS have ranged attacks for scenarios they have to stay away from the boss, these attacks are a DPS loss when in melee range. The same would be applied to the melee healer.
The real question is, would it be fun to play a melee healer in a game where all healers just spam 1 button?
Not saying SE will do this, or should do this, just using as a quick example for others
Looking at how SE handles healers homoginization; Id see it as a sort of "4 melee strikes" type of deal. Where 3 are all different types of heals, and 1 is a straight up DoT. (Since SE loves the single DoT on every healer. Something akin to #1 adds to a pool for oGCD healing. #2 takes from the MP pool for direct GCD healing. (Inverse kardia, a 0.5s GCD triggers after this is pressed. maybe adjusted for 1s, instead of 0.5, depending on issues)
#3 splashes an AoE heal around you if you have the MP for it. (otherwise its just dmg w/o a heal)
all 3 do the same damage. so you use #1 until youre capped on resources, and then spam 2, until you need to aoe, then 3.
oGCDs heals will supplement the heals of the melee strikes.
for ranged situations, you have a straight up ranged attack thats like 10 potency lower, and takes up mp. (Id give it a 0.5s cast time for mobility purposes.)
(also a ranged casted heal thats more MP consuming. idealy try not to use these two unless needed)