All of this.But they couldn't afford to make a new healer thanks to this wonderful balancing we got, remember?
Less facetiously...the changes seem pretty bad. It feels like they took the simplest, laziest route at every decision point. Had trouble balancing Eos and Selene? Eh, just make them the same. Had trouble balancing cards? Eh, make them all the same. Had trouble balancing healer dps? Eh, just make them the same. Had trouble with healers feeling like they had too much downtime? Eh, just don't worry about it. Had trouble with people not knowing when to cast time magic spells? Eh, just remove them. That's what it feels like all the time, and it's kind of sad.
I'm guessing Healer will be a pretty rare role this expansion...and forever if they can't ever get their stuff straightened out.
Really looking forward to a whole expansion of potency fixes to try and deal with the changes before they can't make a new Healer in the next one since they need to balance us again.
Plus, now we also have to look forward to two more years of them trying to "balance" healers, until the next expansion comes around and we're graced with, wait for it . . . two more DPS jobs again, and more excuses as to why we can't have a new healer job.
Player : フェアリーのミラプリも作ってるんですか?
(Any plan on Fairies glamour?)
Yoshi'p Sampo: フェアリーはエギではないので、予定がないです。残念ながら。
(Since Fairies aren't Egi so, No.)
What a joke... I went from being a pure WHM main for years to now feeling pretty grossed out and even disgusted thinking about levelling a healer into ShB. They really have no clue or desire on how to make healers fun or engaging. White Mage got Divine Seal back for their level 80 cap ability, Scholar got their DPS gutted and AST’s potencies and new card system is hilariously bad and boring. It’s a good thing they added the trust system in time for these appalling healer “additions” (more like culling) so I don’t have to wait for healers anymore.
Why not just delete the healers and be done with it, Square? That seems like it would be the route most appealing to you given how uninspired and out of touch these healer “balancing” acts have been. The fact that Yoshi P didn’t even REALISE people were upset at getting no new healers speaks volumes on how out of touch they are on the matter, it’s kinda sad...
Changes between now and the Media Tour build that I noticed (might have missed some):
Cure: 1.5s cast, from 2s
Assize: 5% MP recovered, from 10%
Ruin: 160p, from 100p
Bio: 20p/30s, from 40p/18s
Physic: 1.5s cast, from 2s
Bio II: 40p/30s, from 50p/30s
Adloquium: Catalyse at 125% of HP restored, from 100%
Ruin II: 400MP, from 600MP
Sacred Soil: Removed the 20% chance of the next Succor costing no MP
Indomitability: 400p, from 500p
Broil: 240p, from 220p
Emergency Tactics: Now also mention Catalyze being transformed in HP restored
Fey Blessing: 350p, from 250p
Consolation: 300p, from 150p
Benefic: 1.5s cast, from 2s
Combust: 30p/18s, from 40p/18s
Combust II: 35p/30s, from 50p/30s
Divination: Damage increase from different types of seals 2%/4%/6%, from 3%/3%/6%
Malefic II: 170p, from 180p
Malefic III: 210p, from 220p
Combust III: 45p/30s, from 50p/30s
Malefic IV: 240p, from 250p
Celestial Intersection: 150p, from 100p
All cards & arcanas: now includes a variance for Tanks and Healers
Last edited by Fyce; 06-27-2019 at 11:38 PM.
Can someone explain to this casual the benefit to cure's 1.5 cast time?
I mean it's nice to cast it a bit faster I guess, but it still has the standard 2.5 gcd.
Not that anyone is ever going to opt for cure/psysick1 over 2, or solace, or tetra.
You can react during the downtime with an oGCD easier without losing anything. Potential for double weaving.
It lets you weave oGCD abilities without clipping your next GCD. It also gives slightly more mobility. This helps WHM more than AST. I don't play enough SCH to know how much it matters for them.
Wow they've ruined everything I loved about playing Healer. Literally unplayable.
I will give it a chance, but I am utterly disappointed with what they did to Collective Unconscious and Celestial Opposition. Patch X.1 will most probably include job adjustments, but still...
Looking at all the Astro changes.. I wonder.. does anyone on square's side actually play or have tried to play Astro itself? I find it puzzling how our malefic potencies get a nerf.. but that 3/3/6% won't actually make up for it in any way unless they've literally changed the damage formula. So things in the overworld and solo questing stuff, will not take even longer to kill? Cause even before 5.0, it would generally take 4-5 Malefics to kill 1 lv60 monster at lv70. and these were the beastman daily spawns which usually have reduced HP.. O.o just.. wow..
At least our cures got a little boost, fat good that will do with the 10k mp limit.. seems that 10-12 cures = out of gas now. Also confused on their logic for the aspected Helios changes.. the cure gets a nerf to potency but we keep the 250% shield if we go nocturnal?? at a whopping 1100mp? I suspect alot of this stuff will get tweaked in 5.1
Wow, Whm level 80 skill is the combination of two lesser skills...
But at least we have Fluid Aura!
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