Quote Originally Posted by AdamFyi View Post
I mean, I’m pretty content with Healers right now, but I like popping in to read everyone’s ideas, opinions, and perspectives. Personally, I think this is the most balanced iteration of Healers that we’ve ever had. Definitely far from perfect, and definitely could use a ton of QoL to make the gameplay more interesting. Stuff like giving Sch a Faerie Gauge spender that does damage, or something to refund potency loss on Energy Drain, for example.

I just don’t agree with adding (de)buff bloat to everything without considering its impact lol. For reference, Divination’s 4~6% damage up buff already gives like 800+ rDPS alone, and Chain Strategem gives about 700+ rDPS.
I mean... Yeah, it's hard to be imbalanced when everyone's kits are a pared-down WHM, except one has glasses and the other has a frisbee. I just don't find being this balanced to be all that fun- me and my "false thoughts" (lol) remember a time where things were better.


The amount of each damage buff is more of an extrinsic to me. Intrinsically, buffs in this game have such tiny numbers compared to other games that I don't think I'd feel a difference between a 1~3% divination and a 4~6% one, and if lowering divination's amount is what needs to be done to add room for, say, getting AoE cards back... Yeah I'd welcome that without a second thought.


Definitely, definitely, far from perfect. Much further from perfect than late Stormblood healing. Definitely want more fairy gauge spenders, myself, too, in Stormblood it felt like they were hyping up "job gauges for EVERYONE!" hard, and Scholar's did not live up to the hype at all, due to the whole, one-ability-only-lol thing. Thinking about it, that was the first case of a fairy command being an oGCD instead of a parallel GCD... and man am I not happy that things have gone in THAT direction