Create the next Healer you would like to see added to Final Fantasy XIV using 1 to 5 of the traits listed...
For fun. >///u///>
I want to see what things people would like to see in a new healer.
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Create the next Healer you would like to see added to Final Fantasy XIV using 1 to 5 of the traits listed...
For fun. >///u///>
I want to see what things people would like to see in a new healer.
Burst damage, burst heals, and debuffing. I want SCH, WHM, and BLM to have a baby. Mixing skills for various effects (like mudra, I imagine?) sounds fun, too. That could be its gimmick.
And it could work great for dancer... ;P
Current Results
Out of a total of 408 Votes
1st. Heals via damaging/draining enemy health: 33 votes
2nd. Focuses on Debuffing: 29 votes
3rd. Has heals that have/add negative effects to enemies (Damage, Debuffs, etc): 28 votes
4th-5th. Focuses on Buffing: 23 votes
4th-5th. Has heals that combo with each other like Weaponskill Combos: 23 votes
6th-7th. Focuses on Heal-over-Time effects: 22 votes
6th-7th. Can Recover other's Resources (MP and/or TP): 22 votes
8th-9th. Focuses on DPSing: 19 votes
8th-9th. Heals with quicker but weaker burst heals: 19 votes
10th. Has heals that have/add positive effects to their targets (Buffs): 18 votes
11th. Damages primarily via Damage-over-Time effects: 16 votes
12th. Has a Stance-Switching Mechanic that affects their skills: 15 votes
13th-15th. Heals via Channeled heals (links to and heals a selected target(s), continously): 14 votes
13th-15th. Has a Mechanic that revolves around using and maintaining a resource meter/bar: 14 votes
13th-15th. Has a Mechanic that mixes other skills for varied effects: 14 votes
16th-17th. Heals primarily with off-Global-Cooldown abilites: 12 votes
16th-17th. Damages primarily via Burst Damage: 12 votes
18th. Focuses on Burst Heals: 11 votes
19th. Heals with stronger but slower burst heals: 10 votes
20th. Focuses on Off Healing: 9 votes
21st. Focuses on Main Healing: 7 votes
22nd. Heals via consumable items or uses them as a casting cost: 6 votes
23rd-26th. Focuses on Mitigating/Shielding damage: 5 votes
23rd-26th. Has a Mechanic that involves holding/charging a skill to strength it or change its effect: 5 votes
23rd-26th. Has a Mechanic that involves RNG: 5 votes
23rd-26th. Something Not Listed: 5 votes
27th-28th. Has a Mechanic that revolves around using and maintaining a set number of resource stacks: 4 votes
27th-28th. Has a Mechanic that mixes other skills for varied effects: 4 votes
29th. Has a Pet Mechanic: 3 votes
30th. Heals based off percentages: 1 votes
I think a Healer focused on debuffing would be a nice addition. However, it might upset the balance of Healers. Of course, that also assumes there is a debuff said Healer would get that is unique to it.
Current Results
Out of a total of 1,126 Votes!
1st. Heals via damaging/draining enemy health: 104 votes
2nd. Focuses on Debuffing: 82 votes
3rd. Has heals that combo with each other like Weaponskill Combos: 73 votes
4th. Has heals that have/add negative effects to enemies (Damage, Debuffs, etc): 66 votes
5th. Focuses on Buffing: 59 votes
6th. Has heals that have/add positive effects to their targets (Buffs): 52 votes
7th-8th. Focuses on DPSing: 48 votes
7th-8th. Heals with quicker but weaker burst heals: 48 votes
9th-10th. Focuses on Heal-over-Time effects: 47 votes
9th-10th. Can Recover other's Resources (MP and/or TP): 47 votes
11th-12th. Has a Stance-Switching Mechanic that affects their skills: 45 votes
11th-12th. Damages primarily via Burst Damage: 45 votes
13th. Heals via Channeled heals (links to and heals a selected target(s), continously): 40 votes
14th. Heals primarily with off-Global-Cooldown abilites: 38 votes
15th. Has a Mechanic that mixes other skills for varied effects: 35 votes
16th-17th. Has a Mechanic that revolves around using and maintaining a resource meter/bar: 34 votes
16th-17th. Damages primarily via Damage-over-Time effects: 34 votes
18th. Focuses on Main Healing: 27 votes
19th-21st. Focuses on Off Healing: 26 votes
19th-21st. Focuses on Burst Heals: 26 votes
19th-21st. Has a Mechanic that involves holding/charging a skill to strength it or change its effect: 26 votes
22nd-23rd. Focuses on Mitigating/Shielding damage: 19 votes
22nd-23rd. Heals with stronger but slower burst heals: 19 votes
24th. Has a Mechanic that mixes other skills for varied effects: 18 votes
25th. Heals via consumable items or uses them as a casting cost: 17 votes
26th. Has a Mechanic that revolves around using and maintaining a set number of resource stacks: 12 votes
27th. Something Not Listed: 11 votes
28th. Has a Pet Mechanic: 10 votes
29th-30th. Heals based off percentages: 9 votes
29th-30th. Has a Mechanic that involves RNG: 9 votes
This poll is no longer create a Healer, at this point it has become create a DPS that can support the group.
What I meant is the balance between the Healers in the eyes of the meta. Basically which of the Healers has more to offer utility-wise than the others. If a Healer is capable of providing potent, useful debuffs no other job can then that Healer is going to become a staple to Savage content statics, leaving less room for the other Healers to shine. It's like right now how DRK is constantly being ragged on for its lack of unique utility compared to PLD and WAR.
Naturally, casual players and easy content won't care about it, but that doesn't change the fact that it'd get special treatment and be the most desired job.
I want to do something a little more than play whack-a-mole every few seconds when I heal. If SE could make it work somehow, they could fuse NIN, AST, and WHM together to create something different than what we have now... but the way fights are designed, you want to have those burst heals readily available. Not to mention that comboing heals to get your big one in time for the buster means you're not DPSing or buffing/debuffing, which means you probably aren't a useful as the other three jobs.
I want a debuff focused healer but debuffs just aren't that useful in this game. Bosses ignore everything except type damage vuln ups. :c
I think the requests for a debuff healer is more to counter AST.
The HP drain thing was a mechanic of a popular WoW healer, and there was that Necromancer healer thread a while ago that made some really good cases for it.
I voted for a debuff and stance dancing main healer. Basically, what I assume DNC could become.
But, screw meta if it means things grow increasingly stagnant for the role instead of giving us more styles to tool around with.
> Has 1 "normal" attack for job quests and open world. The job is meant to shine in light or full party content.
> Healing spells have combos.
> Uses TP for extra effects on healing combos (think of this as similar to MP and Dark Arts on Dark Knight).
> TP enhanced healing combos leave a residual "holy reflect" on a healed target.
> Holy reflect may deal damage or debuff when struck by an enemy (magic damage may also be reflected - raidwide might not be, or the potency would be lower).
> Healing combos enhanced by TP change the potency of these damage or debuffs left by holy reflect.
> Holy reflect shows up as a stack that powers up as a healing combo is followed.
> Stack lasts for a set amount of time.
> Holy reflect may become AoE in a very small radius (5y) with healed target in the center.
> Healing combos minimally effect healing potency or none at all.
> Holy reflect does not proc with overhealing or regens.
> Holy reflect damage counts as healer DPS (don't need people trying to face tank for extra damage from the reflect).
> May provide a very minimal regen effect as a trait based on the area around the healer (thinking 50 potency with a 10y or 15y range).
> Shielding causes the reflect damage to be lower (don't think I really needed this to be said, but it's there).
> Is neither shielding nor regen.
> May have 1 mitigation tool for raidwide damage (in the case of this healer and a white mage composition, there is a tool available).
Basically, healer designed to actively heal while still providing decent, consistent DPS when comboing heals. Since the combos don't really effect healing potency, healers have no fear for compensating for human error and suffering a loss of healing that could be readily felt.
But people would QQ.
There's already QQ in sigmascape because 'pure healers' are required to DPS.
I'm pretty sure SE will never make a heal job that requires to 'DPS' or debuff enemies in order to heal the group. Healers beeing able to DPS will always be optional because you know the 'casuals' don't know how to press an extra DPS button while they are not healing and they wouldn't want to loose those players.
While your usage of casuals implied you weren't outright saying all casual players but those who just plain don't fully apply themselves even in easy content, I should mention that I am a casual gamer and when I heal I also DPS when able.
As for a debuff Healer, it'd be another form of support. Depending on the debuffs though said job would become a static staple, and we really need less of those.
I chose, focuses on buffing, channeled heals that add positive effects at the end of a full channel, which then combos into other (instant maybe) heals.
can we have a healer with a giant hammer that gives defense buffs and offence buffs while being able to heal? (only defense or offence buffs) i know this is an old gimmick... but i love healers with giant hammers...
I think they could implement dancer as sort of an AOE healer focusing on buffs, debuffs, and hots. Similar to Lucio's speed/heal aura in overwatch, but with dances and performances.
The main reason I dont heal any current expansion content, too many people whining that Im not dedicating the majority if my time pew pewing. Then turn around and complain because I dont have enough MP to heal their stupidity when they stand in bad so they end up dying. Healing is FFXIV is damned if you do, damned if you dont. So I just dont, and play summoner.
Whenever I heal I'll dps when I can and I heal as needed, but I try to minimize my MP consumption in the process so I can keep going rather than burn it all out unnecessarily and risk being unable to heal when I need to. If people have a problem with how I do things I will either alter if their concern has merit or ignore their whining if it does not and what I am doing is fine. I normally run easy content though so I don't often get those bad PUGs, but I feel for the people that do.
Entirely too many choices. Need to narrow down the list.
I went with a buffing/debuffing HoT healer who heals via damage.
akin to a Chloromancer from Rift.
I didn't see the "Just make it a Dancer" option, so kind of had to go with what kind of healer I would like DNC to be. There are too many options, and some overlap. So basically, I would like DNC to have non-clunky stance dance mechanic that focuses on HoTs so they can do their thing.
I voted for the consumable casting thingy because I'd love to see a healer class that focused on making potions for powerful healing, buffing and debuffing. Basically a healer job class that's a well rounded jack of all trades type that relies on using less MP and more of a mixed combination of MP and TP .
Some stuff on this list seems to clash with what's hard-set in the template for healers. At the end of the day, you still need....
a standard heal (Cure, Physick, Benefic)
a big heal (Cure 2, Adloquium, Benefic 2)
an instant heal (Regen, Lustrate, Aspected Benefic)
a big instant heal (Tetragrammaton, Excogitation, Essential Dignity)
an AoE heal (Medica, Succor, Helios)
a big AoE heal (Medica 2, Indomitability, Aspected Helios)
a standard ground effect (Asylum, Sacred Soil, Collective Unconscious)
a job-exclusive personal buff (Presence of Mind, Rouse, Lightspeed)
and....
a basic damage component (Stone, Ruin/Broil, Malefic)
a primary dot (Aero, Bio, Combust)
a basic damage AoE (Holy, Miasma 2, Gravity)
a bigger damage AoE cd (Assize, Bane, Earthly Star)
and lastly....
a primary healing style (WHM = periodic healing, SCH = damage absorption, AST = style alternation)
a supplementary theme-based support system (WHM = extra healing, SCH = faerie healing, AST = card buffs)
Now you might be looking at it and thinking the analogies for Scholar might seem off, but that's because faerie healing kinda throws everything off so mathematicians are called in to balance Scholar healing rather than actual players getting a feel for what needs to be altered (like how their damage absorption effects are still worse than Astrologian damage absorption effects.)
What are these "main healing" and "off healing" you speak of?
"Meta" can't be ignored to make a good game. But it needs not be. If you need to achieve a 1000, you can do so by 100+900, 500+500, 813+107+80...and countless other combinations. It does require time and effort, but balancing vastly different jobs is most certainly possible. The developers just don't want to do that. Yoshida specifically, openly and literally admitted to simplifying the game because it makes it easier to balance. He didn't even try to make excuses that more variety cannot be balanced. Just that it requires more effort and they don't want that.
Some of you may or may not remember a little game that was screwed over big time called:
Vanguard: Saga of Heroes.
In said little niche game, there was a healer called the Disciple. This little Disciple class was basically a monk. It was h2h, kicked and whatnot, but it also did heals as it did damage. Aoe heals, single target heals, whatever. Also, in this game, there was a little class called the Blood Mage. You stole health from the mob to heal your allies. You could also take your own health to heal or get your mana back.
Those two classes were the most fun I have ever had healing in any game up until this date. None of the healing classes in any game come close to how awesome these classes were, and they will never ever be seen in FFXIV.