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  1. #2321
    Player
    OcieKo's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    409
    Character
    Ociela Koslun
    World
    Midgardsormr
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by CrazyCapnMorgan View Post
    Dispel - Remove all basic debuffs from 1 ally or buffs from 1 enemy. ! lily - Removes all but mechanic buffs/debuffs from an enemy/ally. 2 lillies - remove all buffs/debuffs from all enemies/party. 3 lillies - remove all buffs/debuffs from EVERYTHING.
    Astra - 1 ally debuff prevention for a fixed duration. Will not work on mechanic debuffs.
    Shellskin - Similar in cast and cost to SCHs Succor, instead of healing it provides increased magical defense as long as it holds and mitigates a fixed percentage of magical damage for its duration.
    Reflect - 1 ally buff that reflects 5% of all damage for 10s. 1 lily - enhance to add 5% reduced damage taken. 2 lillies - double both percentages. 3 lillies - double duration of effect.
    The only way youll get a system of that strength is to balance it like AST cards and remove player choice from the outcome. Basically system randomly chooses which perk your getting. What your asking for is closer to if we hand picked a card and thehand picked its modifier then used it. To balance off that level of controllable power, its strength has to be reduced. Probably also why the currently known iteration of Chain Strategem is multiplicative as opposed to additive, if it was additive id probably go down to 5-10% at best. Also its limited by being single target, which even if it was additive, would still be weaker than DRGs Battle Litany because of it. Albiet single target nature doesnt affect its value on boss fights.
    (1)
    Last edited by OcieKo; 06-08-2017 at 01:16 AM.

  2. #2322
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    Just want to throw my idea out there for WHM.

    Basically everyone's problem with WHM is that they are the king of raw healing, but the game doesn't need that much raw healing power, so they just end up overhealing and they don't have anything else to contribute to the group.

    So I think a good gimmick would be to use WHM's overhealing to trigger some sort of effect. For example, the target receives a short duration shield equal to the amount of HP overhealed. Or perhaps the amount of HP overhealed converts into damage dealt to nearby enemies. Maybe a combination of the two, where overhealing applies a shield to your target which reflects damage back to the enemy equal to the amount of HP overhealed when the effect wears off.

    I personally favor the idea of overhealing converting directly into damage dealt to the enemy, because it means that WHMs can effectively become the only class that can dps and heal simultaneously. It solves all of the problems and critcisms of WHM with one simple change while still maintaining the WHMs identity as a strong wielder of white magic. In fact I think it strengthens that identity by giving them an image of a healer whose "healing is so strong, it actually does damage!". This would also satisfy both sides of the healing community. Those that believe healers should just be healers and don't need to do damage that's fine, they can just heal, and you know what, you'll probably do some damage anyway. In fact, the people on the other side of the community will start telling you that you're not healing enough and you need to heal harder, which is a concept I would think many healers would actually embrace.

    Basically I think that WHMs gimmick should be that overhealing becomes its strength instead of its weakness.

    In case someone doesn't know: Overhealing refers to any HP healed over 100% of the target player's HP total. So for example, if a player has 21,345/22439 HP, and I get a heal off that heals for 7349 HP, the player would only technically receive 1,049 HP of healing and the rest goes to waste. Under my proposed change, that remaining 6300 HP would convert into 6300 damage divided amongst all surrounding enemies (i.e one target takes 6300 dmg, 2 targets 3150 each, 3 targets 2100 each, 4 targets 1575 each, etc.)
    (4)
    Last edited by Zetsumei_Tsunarashi; 06-08-2017 at 03:04 AM.

  3. #2323
    Player
    Stormbad's Avatar
    Join Date
    Aug 2013
    Posts
    121
    Character
    Stormbad Worldfire
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    The thing I don't understand about the lily mechanic is that generally rng proc based mechanics offer a big benefit when the rng gods smile on you. Look at all the other jobs which have a rng proc based mechanic and note how powerful the ability is (cough cough blm, bard, ast). It needs to be powerful because there is no guarantee rng will side with you.

    The lily mechanic is extremely underwhelming for something that relies on luck and also relies on generally bad healer play (overheal, spamming cure1/2). So in order to take advantage of this teeny tiny benefit, WHM have to be a bad healer or pray to the RNG gods. SE is acting like this is some overpowered ability, the way this mechanic is described and how easy it is to wipe out lily stacks. Absolutely useless.

    The lily mechanic needs to be changed to something that is VERY good to make it worthwhile for it being rng. Some examples are let it work on any oGCD, even thin air. Or consume lily stacks and reduce the cooldown for ALL the healing oGCD (Asylum, Assize, Divine Benison, Tetragrammaton). Or refresh swiftcast CD along with it's existing benefit. Something to make this mechanic worthwhile for its cost.
    (7)

  4. #2324
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    I don't play WHM or really healers that much, though i have experience with 2.0 SCH and 3.0 AST. It seems to me WHM lacks any utility buffs that those other two jobs have. In 2.0 this worked out because WHM was main healer and SCH was back-up, but now AST is in the mix and all healers have to be able to fulfill both spots.

    I think SE needs to look at WHM elemental abilities; Stone, Wind, Water, and design buffs around those.
    Stone = Damage reduction buff, Wind = Action speed buff, Water = magic potency buff. A ground placed AoE spell that you can drop and players can move into for buffs. You can even use the lily system to strength these buffs.

    It would also be nice to see the Twelveswood's Elementals come back into play with WHM. Maybe have a spell that would ask the elementals to cast woodsin debuff.
    (4)
    Last edited by Dyvid; 06-08-2017 at 02:05 AM.

  5. #2325
    Player
    javid's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Seraphyna View Post
    You do realize that Stoneskin was, at most times, the ability that kept tanks alive during tank busters. Right? It was a necessary ability that should not have been taken away.

    A moment of silence for the number of shitty tanks that will now be dying in SB content b/c they never learned how to properly manage their personal cds and were reliant on a Stoneskin (of all the HP extension abilities in game...) to save them

    On a more serious note, you've not lost functionality of stoneskin, you've lost the frequency of it usage! As it pertains to assisting Tanks with Tankbusters the new "stoneskin" will continue to assist, since no tankbusters in game reoccur more than once per 1min (A10s being the slight exception since the mini-busters hurt just as much as the cast-timer ones).

    As for party members that have suffer a weakness and need assistance in surviving a huge aoe/personal dmg mech; your party still has an immediate and more potent utility to handle that situation (it goes by the names of Adlo & Aspect Benefic)
    (0)

  6. #2326
    Player
    Jxnibbles's Avatar
    Join Date
    Jul 2015
    Posts
    304
    Character
    Aimori Duciel
    World
    Gilgamesh
    Main Class
    Black Mage Lv 80
    If this party only has two White Mages in DF such as Dun Scaith and a few party members get weakness.. Then what?
    DF has alot of terrible players, If they don't do mechanics properly they gonna die they get weakness would mean White Mages won't be able to keep them alive for Big Hits.
    Do you expect another Alliance Healer to Shield the baddies? Kick the Whms?
    It doesn't have to be Dun Scaith specifically but DF is where baddies are and more often then not they die to the dumbest Mechanics.
    In a premade group it is different.
    Some White Mages could spend some Gcds casting Stoneskins but what about our new shield hm... Guess if two players now have weakness we save one and let the other die now. During HSW all we had to do was top them off and spend two gcds casting a SS on both party members and they would both live even if they were bad.
    (11)
    Last edited by Jxnibbles; 06-08-2017 at 06:37 AM.

  7. #2327
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    I will say, knowing what I know about the WHM kit, I'll most likely bring WHM to the 24-man Ivalice raid. Having faster CDs combined with the MP longevity WHM will have will be a blessing with the number of causalities that will usually occur in these raids.
    (0)

  8. #2328
    Player
    Noni's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    145
    Character
    Madame Butterfly
    World
    Sargatanas
    Main Class
    White Mage Lv 70
    Please rethink what you have given White Mage in Stormblood. I have been playing this job since the beginning and I love it so much. Why do you and your development team want to make us outcast? We will no longer be chosen for any content at all. This job is so iconic to final fantasy, but yet you and your team seem to have little to no respect for it. Please restore White Mage to its glory days! We are a small number but we all have immense respect for the role we play. I am begging you and your team to change it before release...please!
    (5)

  9. #2329
    Player
    Saraphin's Avatar
    Join Date
    May 2015
    Posts
    275
    Character
    Dante Haiwindo
    World
    Ultros
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Jxnibbles View Post
    snip
    There's probably more than one option here:

    Personally: If there's a BLM, raise them (for MP)...and if there's a Red Mage, hopefully they're helping just a tiny bit. all we can ask for, i guess?
    (0)
    Last edited by Saraphin; 06-08-2017 at 03:44 AM.

  10. #2330
    Player
    javid's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    535
    Character
    Javid Conlak
    World
    Sargatanas
    Main Class
    Marauder Lv 80

    4.x Lily fixed

    Maybe there is still hope?

    The PvP lily system touts a much more attractive recast reduction system than the media tour iteration.
    • 1 lily 10% - effective 11% faster
    • 2 lilies 20% - effective 25% faster
    • 3 lilies 50% - effective 100% faster

    These numbers are much cuter than before! However there are still minor/big issues with these rewards in a highly scripted raid environment...

    1. How are we certain we'll be able to make use of this recast reduction and STILL be able to line up all our cds for each of the mech's we've mapped out?


    2. Since efficiently managing GCDs forces the lily system to reward sporadically, we can't nominally anticipate this reward that's suppose to be helping us manage TIMINGs!!

    There isn't enough time for a "startover" solution to this problem, unless you guys don't mind waiting until the next tier of savage after Omega in 4.3-4.4x





    ...we would like our bonuses now!!!



    Here is an easier fix we can have now or by 4.1 when Omega comes out! Make the effective potency gain front loaded! So instead of getting a 10% recast reduction on a CD requiring timely subsequent use of that CD, make it so we get that 11% effective increase in potency on our initial CD usage!

    Ex:

    Assize- with the current PvP lily recast reduction rates, using Assize with 3 lilies will reduce the recast time down from 60 sec to 30 sec!! Which means you'll use the first one at time zero for 300 potency and if you use the second exactly 30 sec later for another 300 potency, you would have effectively had the same amount of potency/time as: using the first one with 3 lilies for 600 potency (100% buff) and not gain access to another Assize for 60 sec (regular recast time). Both scenarios avg out to 600 potency/60 sec. But the second scenario isn't dependent on when you execute your consecutive CD!!
    (In the first scenario had you used the second assize any time later than 30 sec you would start to lose the effective 100% potency increase gained thru recast reduction.)



    ...make the lily system directly impact the current potency for the same amount effectively gained thru this recast reduction method...




    My suggested changes still has its drawbacks.
    1. Efficient GCD management will still dispense the lily rewards sporadically keeping the system at best a passive trait reward like freecure/overcure/crit heals (exceptions to the RNG are during openers and fixed cure/cure II sequences throughout a fight).

    2. Over healing that occur from stronger potency is comparable to gaining a recast reduction and not using the next CD as soon as possible. Both effective potencies are partially or completely wasted.
    (0)
    Last edited by javid; 06-08-2017 at 04:19 AM.

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