Since they stole my THF out of existence, DNC!
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Since they stole my THF out of existence, DNC!
At this point as a WHM main I'm really torn about how I feel when it comes to a new healer because as much as I want the variety and DNC specifically watching them fail healer balance so hard makes me apprehensive.
*Stand in the huge line with others saying dancer healer*
I may have to big imagination but it could look good
I'll echo the calls for chemist stated in several posts. Specifically, I am looking for a physical ranged healer with the tech mindset of a machinist. They need skill speed, but not spell speed; dexterity, but not mind. Mix should definitely be in the mix. I don't think actual items in inventory should be required. SCH did not have to carry leeches, when that was a thing. Speaking of leeches, they may need to make a come back. If chemist uses the range role actions, they need a replacement for esuna.
I think everyone needs to realize that this game is polished but not at all innovative. Heavy armor tanks and mage healers are all you're ever going to get. As for my opinion on healer dancer, the idea of running to your target to heal them is terrible, and if the dancer heals with a ranged ability it's just a mage with a wasted melee aesthetic. And for the dancer aesthetic that everyone likes, you want it dancing in those giant wedding gowns that healers will always get? Ew. It should be a DPS and share gear with BRD while MCH and NIN can share so MCH can look more like a sniper.
Not remotely.
I said, in no vague terms, that I don't think it belongs, ideally, as just another DPS; but, given the present climate of XIV class design, I do believe that for now the supportive DPS template offers slightly more freedom in design and better affinity for the different aspects of the gameplay available a Dancer. I want to see that climate change so it doesn't have to be, but I'd much sooner "deal with" an adapted DPS Dancer than an adapted Healer Dancer as things are currently -- e.g. in the "change (is necessary, but) will never happen anyways" community view.
If I may pose a similar question -- but without purposely misconstruing your post -- what exactly is "dancing?" "Dancing as much as possible" could be covered in as little as a differed idle animation whilst casting <ST Heal Mostly Unused>, <ST Heal Expensive>, <AoE Heal>, <Ability ST Heal>, <Ability AoE Heal> in the same way the other three do. To you, what makes dancing, "dancing"? I feel like we probably have very different minimum benchmarks.
personally i just want a new tank, any to be specific.
1. Dancer
2. Blue Mage
3. Geomancer
4. Rune Fencer(?)
Blue Mage
Mime
Bare
Cause, some people just want to watch the world burn.
Rune Fencer for me. Well, as long as it's a somewhat knight themed (VIT or STR gear) hand-and-a-half sword using (bigger then a PLD one-hander, smaller then a DRK two-hander, probably called Rune Sword in game since hand-and-a-half sword is to long) job that's weapon skills are all elemental themed (example: A three hit WS that does a overhead down slash with a crack of lightning followed by an up-cut slash that cause a spike of ice to come up under the enemy ending with a spinning horizontal slash through the ice spike with a burning blade that shatters the ice, all of which happening pretty fast and a bit flashy) and I will be happy.
Aside from that I really don't care either way if it's a tank or a DPS. If it's a tank, then yay I keep doing what I've been doing. If it's a DPS, then yay I learn to DPS. Simple as that. Though I do personally want it to be a STR based DPS, but that's less about gameplay and more cause I'm jelly of DRG's glam options but want to keep using European themed swords in battle. >.>
And that's what I want. Not what I think we need, just what I want. And if I don't get it in 5.0 then I keep tanking as a PLD/DRK (I switch every time one gets to boring) and hope for good things in 6.0.
honestly i'll be happy as long as its not two dps classes again
I'd like to see Blue Mage, but I have the feeling it'd be a Tank and I suck at Tanking.
I know you quoted another poster, but I'm going to chime in a bit. I think your views about DNC are valid. I like the idea of the job so much that I would still give it a go if it was brought in as a DPS. Here is the problem as I see it though: If they were going to make DNC a DPS, they should have brought it in with 4.0 when the Lysa=DNC hype was through the roof. Now they trapped themselves in a corner because 1. no new healers were introduced in the recent expansion 2. The demand for DNC is extremely high. Probably higher than any other job right now, and 3. between the time the last healer was introduced up to 5.0, the devs will have had an ample amount of time to work on a new healer and its mechanics. You've been around for quite some time. How do you feel the community would react if no new healer (forget the job) is brought in for 5.0? Now, forget DNC as a healer; how do you think the community will react if DNC is a DPS?
If you want more of the same in 5.0, then it will be in your favor if they make DNC a DPS. However, DNC is an ace card opportunity for them to add something new to healing and it would be a shame to see them just squander it away because they refuse to take any risk that might disturb their perceived equilibrium. Experienced healers are bored. Give us the opportunity to LB3 and we are in heaven, because the only time things are interesting is when shit is hitting the fan. This is not what I would call equilibrium when placing the fun factor into the equation of evaluating all of our jobs as a whole.
That's a really good point, and one I'd neglected, for sure.
I can only offer further that the best job for any given expansion will depend on that expansion's settings and novelties. On that note, though, I'm a bit at a loss as to what settings or novelties would really fit a Dancer now that Stormblood -- which between both Kugane and Ala Mhigo had some of the most obviously suitable locales -- has passed without it, especially if that expansion is short on reforms and/or novelties. I'd assume it'd be on the edges of the Garlean empire, likely to give us the likes of a Chemist healer, Soldier DPS, and/or some manner of Magitek tank. A Garlean setting just doesn't shout "Dancer". Something more fringe, with more of a cultural study of places with long-held ties to the empire that has nonetheless held onto old roots, however, might well allow for a Dancer, a Blue Mage, or even some manner of Van Hellsing sword-and-gun class. Maybe? Depending? Who knows?
I hope they do take that ace card, and that they make the most of it. I just hope the community will be willing to deal with a healer that, even while holding the same value in being taken, does not necessarily hold the same toolkit parity -- broadly or specifically -- as the others, and openly and loudly encourages newer, more interesting design, rather than shutting it down before it can begin.
Granted, I could say the say the same of a Dancer tank, of course; there's just as much it can add uniquely to that role's spread of arsenals. Or, the way I imagine it, a DPS. Or a true hybrid. My largest interest is in the change to the design philosophy itself.
But I'll agree that the healer role is probably the most lucrative role in which to make improvement; it's held the most contention, even more than tanks, and the most open discontent. And Dancer is a great candidate for that.
My apologies; I neglected what is practical to an given addition at the time it's added... which I regrettedly only now remember is distinctly not right now, but in the following expansion, or even the one thereafter. My thanks.
On a related note, though:
How would you like Dancer to play?
Not in something as shallow as its role, but, the gameplay? What might be special about it? What kind of pacing? What would Dancer uniquely be mindful of?
Something like this has probably already been suggested, but I could see a healer DNC working kind of like a reverse RDM. The DNC does melee range combos (dance steps/routines/whatever you want to call it) that build meter (call it rhythm). That meter is used to unlock heal/cleanse/res ranged abilities. More meter, the better the unlocked abilities are. So, say 20 meter gives you access to a Cure I equivalent, with more meter giving you more options. Maybe add some sort of stance modifier (samba vs. waltz for different additional affects on all abilities), or maybe borrow from BLM in needing to switch stances to maximize output.
I really want a Rune Blade tank job. Dual wielding long swords, some sort of elemental magic gimmick (maybe balancing Fire, Ice, and Thunder in order to use big unaspected abilities or something).
Other ideas:
Beastmaster as melee physical DPS pet job (whip weapon)
Blue Mage as tank (with maul weapon)
Geomancer (mace weapon)
Magitek job (gunblade weapon)
rune fencer seems like it wouldn't be a consideration mostly because our dark knight is mostly a reskinned and simplified version of the ffxi rune fencer
A geomancer healer class seems kind of likely with the sheer amount of forshadowing
and they said one of the classes would be a completely new idea so... who knows. Maybe some sort of magitech knight or something we could learn from garlond ironworks
i get a feeling they might introduce 3 new jobs: a tank, ranged dps, and either a healer or introduce a magical melee?
Oh there is no need to apologize at all. I respect your views a great deal, and I'm only offering an additional perspective from which to see things. You offered an additional perspective as well, and I had not even considered the setting in which 5.0 would take place. I still have yet to get caught up in Stormblood (haven't actually started it yet), so I have no clue what direction the game is headed, especially in terms of area. It definitely makes sense that the theme match the job which FFXIV has done a pretty job with. But what about Thavnair? From what I know about it, it has a strong theme to it that is quite similar to our Middle Eastern culture as we know it. If this was the setting, I think it would be an absolute perfect stage for both DNC and BLU. I would imagine that like our current expansion, the next will have us leave the old area completely to explore another part of Hydaelyn, but perhaps it is not time yet.
When it comes to how I would like it play, I really can only mention how I envision it and have no idea if such concepts would even work. However, I like the idea of it being a healer/ranged DPS hybrid that focuses on combo execution both with weapon skills and various dances as its gimmick. Offense is primarily through weapon skills, but dances can be performed to enfeeble the enemy. Dances can be performed to also provide utility to the party. These are significant and require the execution of combos in order to make them available to use, however. I like the idea of dance combos and weapon skill combos to function individually. So for example, the DNC would start with a simple dance that provides a buff to the tank (could be a regen, mitigation, skill speed up etc), this then opens the next dance in the rotation, but does not break should the DNC use a weapon skill, and like wise should the DNC have a weapon skill sequence going but chooses to use a dance.
When it comes to how they heal, this is what requires some thought to not make it look like just another caster. ogcds are not an issue here, as all are already quite unique. As a healer though, they still need fundamental utility such as cure, cleanse, raise, etc. On average, a healer cast is about 2.5 seconds. I believe this is plenty of time to give them a dance animation (that differs depending on what is used - I won't say "cast") and then it fires it off.
As far as weapons, I've likened many possible arms such as fans, chakrams, weaponized ribbons, and even whips. Another thing I would like to see though is a performance ability similar to BRDs, but these are elegant dances instead. Obviously, we can't have DNC's performing complex and sophisticated 29-step waltzes in the middle of a fight, so performance will allow them to shine in the best way they know how to. I really love the idea of BRDs and DNCs getting together to do performances across the various areas in the game. It would be so neat!
I also foresee a lot of adjustments to get the job right if it is ever released to us, which it will be. Only a matter of when and what role. Whenever and whichever it is, I do hope that you enjoy it :)
Also, sorry for long post. I went on a but there, as I know how to.
I'd like to see a Necromancer healer, that uses a similar mechanic to the angel statue boss: rather than having healing and damage spells, it just has damage spells, and "reversed" versions that heal instead.
Or vice versa, not picky either way.
PS: I'm not saying that they bring back Cleric Stance problems, mind you, where you actually have a "reverse" mode. Just that you've got spells that do one thing, and then you get spells that are named nearly identically (save for a prefix to indicate it's a reversed spell, like UnPain), but do the other job.
I also thought "maybe make them another healer pet class", only instead of one pet you hang onto as much as possible, Necromancer has temporary pets that can be dismissed early for bonus healing/damage, and the earlier the dismissal, the stronger the bonus.
I spent a while thinking about that.
Psychic: The healer who heals while she damages you from afar with psionic spells.
Beastmaster: The Tank that rides a mount during tank stance, and fights alongside the mount during dps stance.
I want Puppetmaster, but its ability is that it has no combat capabilities. Instead, when you queue for duties you go into spectator mode watching another random player, and you get credit for everything they do and items they acquire.
Well, there goes my idea.
I jest. But honestly, of all the spitball ideas bouncing around my head in regards to Dancer, the one consistency has been that I see Dancer as a Pugilist-like fluid and high-speed melee combatant with a vast, vast variety of interwebbing cumulative effects (such that a 29-step macrorotation to accelerate the re-preparation of a given capability would be entirely feasible, even if in practical terms amounts simply to a few intentional compromises within any of several shorter, more commonplace sub-rotations) punctuated by well-controllable bursts, and for whom downtime is never a thing. The "dance" moves, so to speak, are actual strikes when within melee or chain-weapon range, but function instead or solely as resource-, effect-, or buff-generating skills when out of striking range. And thus, you're always able to do something. But whereas healers usually can only heal during target-less downtime, you can do continue or at least prepare any form of output. That output is largely executed via oGCD abilities, either directly, or by winding up what would normally be just another typical hit or builder into a powerful spender. Stance skills, if any, would have no activation delay or animation, but instead simply adjust the animations of all affected weaponskills, while perhaps replacing the animations and even names of certain abilities outright while having a milder effect on the weaponskills shared between the stances.
I love the idea of having two long daggers or similar-length weapons connected by a chain cloaked in a (seemingly) decorative shawl or the like, allowing extended range (at some cost or compromise, or within some particular limitations of use), while still making sense to primarily be within normal melee range.
I want the Dancer to be someone who obsesses over macro rotation at the highest levels, timing to the very GCD, with a far freer and more modular rotation than available to most DPS, while carrying an emphasis on widows of opportunity in less scripted content -- noting whom s/he can support closely, accelerating their rotation to a given breakpoint through transfer of a self-buff, whom s/he can cleanse for instantly and perhaps even reverse the debuff upon the attacker, whom she can intercept for, etc., etc. For while the Dancer can technically access most of these things all at once, these functions come from functions that, apart from regeneration over time, must each be separately worked towards through rotation, forcing decisions in a way that is at once more lenient in the moment and more demanding of foresight. Dancer has the fastest oGCD cleanse, potentially, but such would come at the cost of empowerment or rate of other capabilities. Dancer has the greatest simultaneous output of DPS and healing if none of its special functions are necessary -- no point support, no burst healing, no AoE healing, etc., etc. But if such things are necessary, it's wholly average or just below, in that not many of these abilities are less benefited by time simply elapsed than most other healers'. It had some pretty great burst damage, but only if prepared for; if not, it's probably the slowest, as it would lack the resources to quick-fire its rotation to critical mass, so to speak. Its control allows for a very high ceiling but a low floor, although in casual content, the sheer "no-hands" healing* atop a few saving grace CDs provides makes that control less necessary, as well.
*By this I mean that I suspect a lot of Dancer's healing will be automatically split over nearby allies based on proximity, % HP, and certain buffs grantable by the Dancer's weaponskills (and maybe an ability or two), though also tether-able to a specific ally for focus healing (and focus buffing). Damage dealt should at least in one stance (or more likely, all the time, just to varying degree) duplicate into raid healing. Yet other abilities may allow for them to gain an effect similar to Bloodbath or Blood Weapon.
Thanks, no thanks. This would make the class literally junk for a huge chunk of the players simply based on their PING. A class missing skills by brief parts of a second shouldn't lose more than just a few percent of its potency, otherwise it's going to be a PING game, not a skill game.
Better yet, the job's flavor meter should be tied to how closely you use moves to the exact cooldown of the GCD, kind of like a rhythm game. Do badly and your meter stays low, gimping your damage. Each WS and ability should also be given a color or some other designator, and you have to use them in the right order to maintain meter, but that order won't always be the same so there aren't necessarily rotations. If they want to get really fancy they can also add bonuses or requirements in regards to you moving in a certain direction for a moment during GCD.
Geomancer healing might be pretty cool especially if it ended up having something like a plant pet..... the elemental spells could look really cool.
Gunblade Job
Phys ranged DPS that's NOT a buffing class would be nice, I'd like to see them do a Ranger that shares Scouting gear with Ninja... because, Rangers... scouts... makes sense. Though having FOUR classes fighting over Dexterity Accessories endgame is a bit overkill. Then again, we're going to see FOUR healers and FOUR tanks eventually.
Either dual pistols to keep the Musketeer 1.0 fans happy or crossbow, I dare say dual crossbows but they may not go that flashy. Ever since I saw the ranged LB I thought "How cool would it be if we had a DPS that had dual crossbows raining bolts?"
I mean if this fanfest Yoshi-P walks around in a Green Arrow t-shirt... well, need I say more?
My opinion on this is that is that it's something they could have done had the conjurer never existed in 1.0, in fact I bet if the producer could he would have gutted conjurer and made it geomancer because thematically that's exactly what a geomancer is, especially the story elements tied to it. Still, there is a very likely chance that it will be a spirit based healer, that derives it's powers from 3 primal elements we've seen associated with geomancy so far, Earth, Wind and Water. Someone said the producer doesn't want to do pets anymore, but I'd not rule out the possibility. Spirits seem to be at the core of geomancy from the little bit of interaction we've seen of the supposed practitioners of it, so here is my over all guess, you'll get spiritual channeling modes similar to AST Diurnal and Nocturnal sect, (expect some aura effect for each of the three elements). I can see Channel Earth having more of a defensive feel, offer damage mitigating effects with its heals like reducing damage by x% as oppose to offering a shield like noct, and its universal tie in attack would or could inflict a status effect like heavy or slow. I say universal because if I were making the job I'd have it so your primary single target attack and aoe attack would change in nature depending on the spirit you were channeling at the time of casting. Wind will likely offer a spell speed/skill speed/recast time buff alongside its healing aspects, something that probably won't stack with any other such buffs like the ones from a AST cards or any other such ability but who knows, its effect on your universal attacks could be reduced attack speeds on the enemy or defenses. Water again if I were doing it and I know all will disagree would offer a bubble of hp effect similar to the status type found in ff12 rather than the regen aspect im sure most people think about when it comes to the healing properties of water, It's not like a barrier that SCH or Noct AST give, bubble increases your hp by a certain amount, maybe 50% this is in addition to the healing it's doing on top of that, this is a very strong buff, and it's single and aoe effects on your universal attacks could inflict dot damage on the targets, everything else is pretty much the same as all the other healers, will 4 more unique effects that likely affect the jobs other abilities directly.
I think we've seen it several times now, as early as 2.0 even, Gaius van Baelsar wielded a gunblade, he was technically a gladiator but that's because the implied new tank job didn't exist yet, but im betting my money on Magitek Knight or something, Thancred was a gladiator to until rogue came out. :)
Geomancer (healer) O-fuda scrolls or a Gohei as their weapon
Magitek Knight (tank) Gunblades
I think you misunderstand how ping works, if that's not a jest.
A GCD of 1.5 seconds gives you 1500 ms in which to queue a skill before you can see any uptime loss or waste from clipping. If your concern was double-weaving or the like, I'd see your point, but as I run into no issues with oGCD clipping even at FW-Arrow speeds of under 1.6 seconds per GCD on an actual Monk even when bogging around 160-240 ms ping, I doubt anything short of double-weaving would make for a valid concern. And as there is no suggestion of such in my post...
At the point by which GCD-to-GCD gameplay would be impaired, you'd already be crippled in any and all raid environments for a handful of other reasons as well.
Not necessarily :p
No matter how I envision the job's mechanics, one thing remains the same across all of them: That the playstyle is so fluid and the weapon skills are so gracefully executed that the DNC looks like they are dancing in combat. This is just an aesthetic though to help give the job identity and let everyone know that this IS the most elegant job in FFXIV. So the result would be after a boss fight, and you look at the video of your DNC, she does indeed look like she's performing a sophisticated dance even though countless gcds and ogcds were used during the encounter. I would actually find it hilarious if players kinda missed mechanics here in there in total awe of the DNC doing their thing.
"How could you miss that bright as day telegraph?"
"DNC in my group, bro"
"Ahhhhh! touche'"
Now I jest, but oh gawd I would laugh for days. But probably a good idea it isn't me designing this job. I'll leave it to more innovative hands.
Well, I did mention DNCs having an ability similar to perform, but instead executes dance steps (don't worry if you missed it. that was a long ass post xD). What I didn't mention though is that those steps would have to be input from the player, and strung together in sequence to perform a dance. We can already do something similar by stringing emotes together, and timing it properly. However, this would be far more user friendly as the intent would be to choreograph a beautiful dance routine.
But yes, having DNCs and BRDs get together to put on a routine would be really, really neat! I can't speak for everyone, but to me this is pure gold if brought into the game.
PING is the time between message is sent from customers computer, to server, then a response is sent back and reaches the customer computer.
That means that with a PING of 240ms, the action that I do will be calculated by server at about 120ms, while I'll see the result of that 240ms after I actually had it.
And sorry, but it seems you misunderstand. There are many problems that come from high PING.
1) Buff delays. After the server move, if I don't wait after using swiftcast, my next spell will NOT be instant. That problem was not present with lower PING before the move.
2) Skill requirements, like Enochian, are delayed. That means that I cannot cast Fire IV/Blizzard IV at all until I get the message back, and no amount of pushing the buttons will change that.
3) I cannot kite. It's literally impossible. I could somewhat kite before. I mean, I could get hit every few seconds by some of the larger enemies. Now even the smallest enemies with lowest reach can hit me almost at their regular hit speed. Unless I go straight away from them, which clearly doesn't work for kiting.
The "queue" also doesn't seem to work as nice as you seem to make it. Sometimes it works, other times it'll give out an error that the character cannot do it, other times the skill on the hotbar will light up (as if it registered the push) but will simply not trigger. I realize that this may be related to packet loss as well, but not only is it too "reliable" (unless I spam the button, I'm 100% sure for it to pop up two or three times at least over the course of a normal dungeon pull), but when I tested my connection to the server there was no packet lost in multiple attempts. That means it's simply the system having hiccups, dealing poorly with high delay. Very probable due to the constant synchronization the game does.
The way this game is designed, PING very much affects skill use. Not as much as Blade and Soul and similar games, but saying that something related to tight timing won't be affected by PING is simply wrong.