Shields and mitigation are needed for some of the speed run strats. Stacked brambles, not killing the E9S adds, and E10S cheesing the line orbs furry boss kind of things so no one gets a damage down. I'm not even going to get started with E12S.
Yes but in that case they're specifically for "ignoring" mechanics, not simply surviving them. And sure, you might need shields this raid tier (couldn't actually be bothered to do it this time) but what about all the previous ones? Besides like I already said, when you actually need shields on AST you have neutral sect. Shields have become significantly less important with ShB.
you can use neutral sect for all of them
So, from what I've read, the new revolutionary "idea" from the designers is that players get Doom when they're hit twice by avoidable attack?
Just delete healers altogether...
I honestly like this idea. It gives room for error while still being punishing for DPS. Seeing how silly high vulnerability stacks can go, they might not even be there in the first place, specially on tanks. They can just collect those and not care at all.
Damage downs might hurt DPS, but do not increase the amount of healing required, so the doom solution is a nice middle ground.
Healers need to lose their oGCD healing abilities(not their utility though. If anything, they should get MORE utility) and be forced to use single target healing more often. Healing checks only consist of AoE spam vs. Healer AoE spam + Mitigation, which can always be handled the same way. It's like implementing the same mechanic in every single encounter. It just gets dull after a while.
Reducing cooldowns of single target healing spells to maybe 1.5s, implementing actual healing combos, and adjusting future boss fights according to these changes could already be more than sufficient.
Instead all we get are more powerfull oGCDs, so we can keep spaming Malefic, Glare, Broil or whatever >.<.
Already live in game.
No, no, no, no.Healers need to lose their oGCD healing abilities(not their utility though. If anything, they should get MORE utility) and be forced to use single target healing more often. Healing checks only consist of AoE spam vs. Healer AoE spam + Mitigation, which can always be handled the same way. It's like implementing the same mechanic in every single encounter. It just gets dull after a while.
Go look up a healing log sometime.
Count the number of GCDs spent on DPS.
"Convert" oGCD heals into GCD heals by subtracting this count from the count of GCDs spent on DPS.
And notice that you might as well take a few drops out of an ocean. Deleting oGCDs would do essentially nothing. The problem can't be solved by "put healing on the GCD again!"
True. Though picking up only pieces from what I said will do no good here. I am perfectly aware that simply 'taking away' some of my Malefic casts replacing them by GCD healing will solve nothing. Maybe I am just not good at explaining my point, because the things you quoted were meant to address completely different things. And also they were not meant to be picked out singularily.Already live in game.
No, no, no, no.
Go look up a healing log sometime.
Count the number of GCDs spent on DPS.
"Convert" oGCD heals into GCD heals by subtracting this count from the count of GCDs spent on DPS.
And notice that you might as well take a few drops out of an ocean. Deleting oGCDs would do essentially nothing. The problem can't be solved by "put healing on the GCD again!"
At least my single target healing spells have a cooldown of something around 2.3 - 2.5. I am not seeing them even in the vicinity of 1.5. My casting time is close to that - not my cooldown though. My reasoning behind this change is how this game's healing works. You basically map out a rotation throughout a fight, like any DPS would. Reducing Cooldowns from healing spells could allow for more chaotic attack patterns, that healers need to adapt to.
The newest raid tier has 0 heal checks that break the usual 'Boss spams AoE, so spam your AoE Heals + mitigation' patterns. Bosses basically do nothing other than party-wide damage that needs to be dealt with by AoE heals. It's... monotonous? At least in my opinion things would be way more interesting, if developers stopped focusing so much on AoE oGCD healing that just happens to fit in between our DPS skills. If anything, this needs to be switched around into 'DPS that can fit in between healing spells'.
For all of this to work, future boss fights would need to be designed with this in mind though.
Replacing a GCD DPS skill with an AoE heal will resolve nothing, so I definitely agree on that. But what if... in addition to that, we are allowed to cast single target heals way faster, and bosses start hitting 2-3 party Members continuously for enough damage, that our AoE cannot keep up HPS- and/or mana-wise?
I'm not saying this out of the blue - The most fun while healing... I have when things go wrong or in an unexpected way. When bosses start hitting DPS, because tanks are dead. When players mess up mechanics. When I'm forced to react to stuff. When I need to chose who I'm healing next, because everything starts crumbling apart. Chaos everywhere - and I love it ^_^.
So I guess what I'm trying to say is, healing is not as appealing as I wish it was, because developers focus on things I wish they were not.
Last edited by Xelanar; 02-06-2021 at 12:30 AM.
I'm not sure why changing the cooldowns would change anything? They could still come up with less choreographed fights.
Let's also not forget that the average player can't even manage 20-30% healing uptime. That's a crucial piece of information people tend to ignore when coming up with healing solutions.
Reality is that highly choreographed fights have downsides and low ceiling healer execution is one of them (talking about healing exclusively, not dps/support). It's also highly unlikely that SE will break away from this pattern too much so we really need to push for dps/support alternatives to do during healing downtime. Rather than try to convince them to change healing.
This will be my last expansion healing anything in pf and df, beast tribes are all that I'll do, I saw nothing but a poor show with the Sage reveal in terms of healer job design.
1 nuke, 1 single target heal, 1 Shield and 1 Aoe nuke does not make a exciting showcase for putting the job's best foot forward. Oh look it can heal, oh look it can shield, oh look it has single target cast and an aoe, you know like every other healer in the game at this point, nothing stands out apart from aesthetics, a very very poor showcase and a disservice to the Sage job and to healers in general.
I am done after 3 expansions, starting in 2.2 as a Sch to be an Ast for 3.0-4.55 to dropping healers as a main in 5.0 due to the abysmal changes but I still played them, now I don't want to ever again, my reward for playing well shouldn't be a nuke spam for 82 levels.
For those that will say I barely know anything, I have seen enough over the years to see where this design is going to go and I am just done, it is over for me but hope rest of the populace enjoys it once it comes out.
We didn't get enough info for a clear picture on how sage will function but you're right, the showcase wasn't exactly amazing. If all it gets is 1 single target damage spell, 1 aoe damage spell and maybe a DoT + the usual healer kit then they have learned absolutely nothing from ShB.
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