Quote Originally Posted by Rufalus View Post
There's 2 levels of head scratching with this one. How do we design a new healer that's distinct enough gameplay-wise and also distinct thematically. It's hard to theory because nothing naturally fits there and I've never seen anyone hit a home run on ideas for this. Necromancer doesn't make sense to me as a healer. Shooting healing darts is weird too. Chemist encroaches on alchemist, we got the potions already they just don't go out into the field throwing them on people. On a gameplay level we are already covering the very limited ways healing can make sense in a game with this kind of encounter design.

I like seeing ideas, I just haven't seen any that get me hyped enough to think they gotta do this. I guess my personal wish would be an Ivalician arithmetician who has an option to store and stack up the smaller heals, addition them (combine) into one big heal when burst healing is needed. If we got too complicated on some of the calculation abilities it would upset people who are bad at math but I think that would be an interesting option for people who are into that. Jobs don't need to appeal to everybody that's why we got a lot of options.
I mean, Chemist doesn't have to be *called* Chemist, and there's a lot of mechanical design space for the class. Not too long ago I put together a full 1-80 kit for the class (calling it Medicus) and I think I managed to make it fairly mechanically distinct from the other healers while still fitting encounter design in this game.