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Healer suggestion video
WHM Video
SCH Video
AST Video
I will preface this by saying that I didn't make this video nor do I agree with everything in the video but thought it was a refreshing take on the subject and had some interesting thoughts in it that I felt the need to share it here. Shame I can't post videos directly to the forums but it is what it is.
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This guy gets it. Two thumbs up. This video is a fantastic summary of everything I loathe about how horribly FFXIV's healers are designed, and how a few traits that connect kit abilities together and actually respect how this game is designed could make healers a thousand times more engaging without making the healing part too "haaaaaaaaaaaard" for Curebots.
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I love the video because it respects the design direction we can see the devs want: the strong GCD healer.
He named two things that I think the WHM could use that actually fits well:
1) The Thundercloud-Dia (or Diacloud) is very elegant in adding another damage button…without adding another damage button. My personal idea I discussed with others was to make the Diacloud proc happen after using a lily (Afflatus Solace/Rapture). Would make lilies dps neutral (well…slightly less), but in the end makes Misery a dps gain.
2) Amdapor Reverse is a classic ability that would be very flavorful and unique for WHM. I was trying to figure out what the best way to implement it, but the Sacrosanct debuff (essentially a reverse Kardia) is another awesome and elegant suggestion.
WHM has a LOT of button real estate available that adding 1 or 2 more abilities would not be bad. It adds damage options while incentivizing things the community feels disdain to using.
A lot of his other suggestions seem very sweeping though and most likely wouldn’t show up until probably a new expansion. However, really looking forward to his suggestion for other healers.
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This person also referenced what i mentioned in the other thread that GCD healing needs to be rewarded with DPS otherwise we'll just ignore those buttons and depending on which healer we're talking about thats up to half of our toolkit.
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I really like their suggestions for revamping the entire kit. Moving Afflatus spells all the way down to 30 would really help cement the WHM identity and play style. It's kind of jarring that you don't get the most important tools as a new player until you've worked your way through 2 or 3 expansions worth of content.
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True. A lot of the Healers spells do the same in a slightly different way. Thats why i think the devs, should fusion some healing spells and that will make room for a few more dps buttons or a more fun dps mechanic.
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Absolutely loved the ideas in the video, wow. I would absolutely be more inclined to play it more if it played like this.
I think moving the Lily system to 30 is fantastic, and the procs on Dia would add a lot to the identity by rewarding the player for keeping regen uptime as well as making it feel like a true twin to BLM like it typically is in other games.
The reward for casting GCD heals as well is phenomenal, and would really carve out WHM's niche without just shifting the identity of the job.
WHM as a job just, personally, feels devalued in later content. Not in numbers, but in identity. GCD healing is just not valued. The ideas here would help fashion WHM into a capable and powerful healer that uses GCD healing as a core component of the kit, rather than something to be ignored for dps uptime. These changes would let it keep that identity, and even play into it, in a way that's meaningful, impactful, and fun too even at the highest end of content. The dev team should really really watch this and have a discussion about it.
I would play WHM if this was what its kit was.
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Give me these changes and I'd go WHM in a heartbeat. Sounds a lot more fun, engaging and interactive than any of the current healers.
This is exactly the type of synergies I've missed on all healers while still respecting the way combat and content is designed aswell as the healer's respective niche. So many wonderful ideas that make it fun while keeping it accessible and entirely possible to balance well by adjusting cooldowns alone.
The way skills got moved to lower levels and others adjusted/ merged makes a lot more sense than the current skill acquisition and instead of teaching bad habits and making it counterintuitive to learn, it builds upon its identity early on and teached good habits and synergies.
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Holy carp. Why can't we have all of that... :(
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it was an excellent video indeed and I really hope se watches it