Healers! The dps with short queue times! The devs have made this problem by not incorporating healing as an important part of the game. It’s a trinity for a reason.
Healers! The dps with short queue times! The devs have made this problem by not incorporating healing as an important part of the game. It’s a trinity for a reason.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
And we only got to this situation because people kept wanting pure healers, I was far more tolerant back in HW when there was more to kept track of than I am now, a healer only dps can get da boot just like a healer only healing.
When the developer of the game goes and says he finds Sch to leave the healing to its co-healer so it can dps and that was wrong, at the same time Sch was the healer healing the most, it really shows how little they are actually looking at what healers are doing.
Imho revert back to HW or even SB era and build from there, Whm gets lillies and improved QoL regarding clipping, Sch gets its DoTs and fairies back, Ast gets its time/buff manipulation stuff back and build on what we had.
2 DoTs on Ast in HW was not hard or overwhelming, Spear was (as required CD timing knowledge for every job), Balance card was broken because they gave up plain and simple there as it didn't get reduced until savage patch in SB (They clearly were afraid the job be so badly played that they kept a 20% single target damage buff which could be turned into an aoe 10% dmg buff on to make sure people play it at SB launch).
What we had in HW was not hard and people played all 3 healers plenty after 3.2 and only took that long because they undertuned Ast(own admission due to being scared it'll replace both healers) to the point it couldn't do its primary job of healing in Savage(dungeons required more effort than other two but doable sorta like ShB funny how history repeats itself. I mean not like Ast went from the worst healer at start of the expansion and received buffs every patch until they overdo it so it becomes the strongest, oh wait ....)
Content cannot be revolutionised to suit the current playstyle because no way they are going to rework 80 levels of content, healers have to be the ones to change at this point and then have future content fully in line with their design (we are dpsing more than ever before at the time the healers are the most healing focused design wise a correlation should have been formed by now) with old content not being hindered, hello Sch forgetting Aetherflow for 15 levels after using it for the past 12(you wanna argue 2 different Aetherflow, sure but I'll rebuttal give Aetherflow at 30 with lustrate doesn't break those 15 levels anymore than the fairy does).
Sorry ranty but acknowledgement they are looking at feedback would curve my frustration because most of the time I feel like healers don't exist.
So having read some of the thread, here's how I would rework the healers and add in a fourth one:
WHM: Should be the easiest to play (as it's based on CNJ), but focus on balancing damage and healing. all damage and healing should be direct, with regen and medica 2 being the only two HoTs. Shielding should be minimal as well. WHM should be the healing "hammer", it gets the job done, but it's not very pretty about it.
SCH: Highest skill cap, where an OK one can keep everyone alive, but a really skilled scholar can do amazing stuff. DoT Damage (with a skill that can cause all ticks to proc for instantaneous damage), and a mix of shields and HoTs with one single target heal and one AoE heal. The fairy mechanic should also be tweaked slightly to allow the SCH to convert the entire fairy bar for damage, rather than it being solely for healing. SCH should be the most mechanically complex, but the most rewarding when played correctly.
AST: A flexible toolkit that interacts more with the cards. The cards should give the AST some sort of buff when they are played on another class (and a better buff if played on the desired class). Skill cap should be moderate (as the AST should sit in complexity between the WHM and SCH), so someone can do decently well as AST if they play correctly. In other words, believe in the heart of the cards, and you will be rewarded.
Next Healer: I want to see a DoT and HoT based healer that is designed to keep the HoTs up 24/7 and can collapse either into a massive DPS or Healing burst. If we're going with a chemist, the class should be designed so that it overheals when played correctly (due to the HoTs), but the overheal is necessary so they have strong direct heals which should work by consuming the HoTs. This healer would be a glorious hot mess that somehow works and always manages to do that clutch play that saves the day.
As far as Raid DPS goes, all three should be balanced where their personal and raid DPS contributions are roughly equal when played optimally. This will let the WHM be really good at progression because it's designed to be the simplest class, while the AST first in an all around niche. The SCH should find it's home in an instance farm state because knowing the fight inside and out will allow the SCH to be played optimally making it the strongest of the three classes as far as healing and DPS goes, but needs to have the optimal play to hit that point or it suffers greatly.
As has been stated, there's simply no way to make healers purely heal focused in this system without overhauling a lot of the basic mechanics of the system.
So yeah, I think what they should do is either give healers more DPS options or give them more support options if they really don't want healers to be green DPSs when not healing.
The issue with reworking healers (overall not just classes) is that theyre designed to work around a certain healing system.
For example a WHM might just at a push fit into an MMO like WoW but the party would be dead while the Astro shuffled cards and the tank would die with the scholars slow and weak heals.
In FF they’ve got a different kind of system which relies more on healers doing dps, and being able to get in their gimmicks. Healing is much more about controlled moments in the fight.
They would either need to rework healing as a whole, which leads to reworking damage and basically the whole battle system, or just add more dps stuff to healers. The kits they have already cover every healing eventuality that this battle system will throw at them.
What you guys are missing is Cleric/Crusader Stance. No need to be on discord to let the tank know you stopped healing and are dropping big damage bombs, no need for anyone in the party that isnt deaf to know that the healer is seriously taking a few to deal damage, what you guys want is a form of risk/reward that all of us do. I'm okay with Final Fantasy healers dealing damage at least half of the time, its how my healers are in any Final Fantasy. What we need is a much more rewarding system for doing so, without a huge disconnect on the healing as a whole. Maube we are done with the days of unignorable yells of this type, which saddens me deeply, but perhaps they need to revisit that dynamic, in a way that works as well as CS did(im not a big huge fan of stance dancing, but the audio/visual queues of CS back in the day no doubtedly let the party know when to mitigate or when to expect healing and it couldnt be ignored or mistaken). Something telling, something that changed phases from healing to damage, something the healer had control of, be it through proc's from healing gave damage bonuses or vice versa. 16 healing buttons, give you guys at least 6 damage buttons, with at least one 3 hit combo, or something?
Last edited by ADVSS; 10-14-2020 at 09:53 PM.
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