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  1. #1
    Player
    P0W3RK1D's Avatar
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    Scholar Lv 90

    SE has Multiple types of healing they could use

    just a stray idea. As we all know SE has streamlined healers a bit too much, and instead of making us actually fun to play they just increase enemy damage so we have less breathing room.
    This post is just an idea for more types of healing that se seems to be neglecting exist (there is more than one way to keep people alive. These types of healing can go into new healer classes, or better yet they can just fix healer styles as a whole xD
    Imagine if we had a bunch of healing classes, and each one revolved around 1 of these healing types.
    Without further adoo

    Pure Healing: Exactly what it sounds like -- you press a buttion, your target gets a direct heal <---White Mage would focus on this type (like they do already)

    Regeneration: You place a buff on ally, they dont get healed instantly, but they slowly regenerate health over time (typically more hp in total than a pure heal) <---- Bard would be doing this type of healing (if it actually played like a traditional bard instead of a Ranger with extra steps)

    Damage Shielding: Placing a buff or bubble over an ally, outright nullifying the next attack that hits them <--- I guess this one would make sense for something like an Oracle

    Damage Prevention: Prevent damage from ever happening in the first place by hindering enemies with powerful debuffs, Heavily reducing the amount of damage they do to allies, or outright stopping them from attacking at all <---- I know its technically considered a DPS class, but this seems to be in Blue Mage's alley (when you in healer atherial mimicry).

    Latency Healing: Place a Barrier over an ally that heals them for the amount of health they have lost PLUS the amount of damage they've taken while the barrier was on them. This type of healing forces the healer to act preimptevly in order to keep their team alive by watching for enemy damage and taking advantage of big enemy attacks <--- Thematically Astrologian seems the most viable for this type of healing.

    Damage Reduction: Place a buff or barrier over a player or area that reduces a high, flat percentage of the damage taken. Another preimptive healing style <---- This would be for something like the Sage considering its coming in when Endwalker hits

    Leech Healing: Heal your allies by doing damage taking the Health from enemies and giving it to allies. <---- I know its another DPS in this game, but Dancer would fit this one the most.

    Ward Healing: Place an item, familiar, barrier, or "spot" on the ground that provides healing to allies who are in the area. This could be something like the healer placing a health pack on the ground for anyone to pick up when they want to by walking over it. <---- I could see something like a Chemist doing this type of healing

    Preimptive Charge Healing: Think SCH's Excogitation (but it can have multiple stacks on one player). Basically the healer places a buff on an ally -- when that ally falls below a certain HP threshold the heal automatically activates and heals its designated player. <---- This would be Scholar's main type of healing (that in combination with the faires and stuff)


    All im saying, is it would be nice if SQENIX made healers FUN first, and then competively balanced them around a fun play style -- it would go a long way.
    (1)
    Last edited by P0W3RK1D; 02-28-2021 at 01:39 PM.

  2. #2
    Player Doozer's Avatar
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    Gunnar Mel'nik
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    Diabolos
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    Bard Lv 90
    Quote Originally Posted by P0W3RK1D View Post
    Ward Healing: Place an item, familiar, barrier, or "spot" on the ground that provides healing to allies who are in the area.
    AST already has this with Earthly Star, and people avoid it like the plague. You can't rely on people doing anything to heal themselves even if it just requires standing in a specific area.
    (9)

  3. #3
    Player
    P0W3RK1D's Avatar
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    Lamia
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    Scholar Lv 90
    Quote Originally Posted by Doozer View Post
    AST already has this with Earthly Star, and people avoid it like the plague. You can't rely on people doing anything to heal themselves even if it just requires standing in a specific area.
    Not necesarilly. Ward healing can come in diffrent forms (could be health pack to be picked up, could be a heavenly angel that stands there and heals anyone who is near to them), and even with AST, earthly star still relys on the healer who casted it to reactivate it, or the timer to run out. The Ward healing is something that the healer can place down, and then forget about. He would even be able to set down several "wards" for their allies to pick up on their own volition -- or better yet just place a ward (such as a health pack) near an ally so they dont even have to walk far to pick it up)
    (0)

  4. #4
    Player Doozer's Avatar
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    Quote Originally Posted by P0W3RK1D View Post
    Not necesarilly. Ward healing can come in diffrent forms (could be health pack to be picked up, could be a heavenly angel that stands there and heals anyone who is near to them), and even with AST, earthly star still relys on the healer who casted it to reactivate it, or the timer to run out. The Ward healing is something that the healer can place down, and then forget about. He would even be able to set down several "wards" for their allies to pick up on their own volition -- or better yet just place a ward (such as a health pack) near an ally so they dont even have to walk far to pick it up)
    I don't think you're understanding what I said. People literally avoid things like Earthy Star, bubbles, etc. if they see something on the ground they run out of it most of the time. So any sort of "ward" would be wasted because they'd just walk away and never go back in until it runs out. It would be nice to have, but it would be wasted, I assure you.
    (6)

  5. #5
    Player
    P0W3RK1D's Avatar
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    Quote Originally Posted by Doozer View Post
    I don't think you're understanding what I said. People literally avoid things like Earthy Star, bubbles, etc. if they see something on the ground they run out of it most of the time. So any sort of "ward" would be wasted because they'd just walk away and never go back in until it runs out. It would be nice to have, but it would be wasted, I assure you.
    heh, must be that Layline PTSD kickin in XD
    (0)

  6. #6
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    KDSilver's Avatar
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    Shiru Elysia
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    Moogle
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    Astrologian Lv 100
    Indeed.
    It's already hard to make people go in stuff like Earthly Star, Asylum and Soil... I wouldn't even exagerrate if i'd stay they're out of it/avoiding it it 70% of the time.
    I won't even mention alliance raids, this is even worse.
    (0)

  7. #7
    Player
    ItMe's Avatar
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    Iiiiiiiiiiit's Meeeee
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    Sargatanas
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    Arcanist Lv 90
    Quote Originally Posted by P0W3RK1D View Post
    Imagine if we had a bunch of healing classes, and each one revolved around 1 of these healing types.

    [...]

    Damage Shielding: Placing a buff or bubble over an ally, absorbing some of the damage they take, or outright nullifying the next attack that hits them <--- I guess this one would make sense for something like an Oracle

    [...]

    Latency Healing: Place a Barrier over an ally that heals them for the amount of health they have lost PLUS the amount of damage they've taken while the barrier was on them. This type of healing forces the healer to act preimptevly in order to keep their team alive by watching for enemy damage and taking advantage of big enemy attacks <--- Thematically Astrologian seems the most viable for this type of healing.

    Damage Reduction: Place a buff or barrier over a player or area that reduces a high, flat percentage of the damage taken. Another preimptive healing style <---- This would be for something like the Sage considering its coming in when Endwalker hits
    I'm not sure if these suggestions would actually make players happy.
    The three healing types I've not snipped from your post (damage shielding, latency healing, and damage reduction) are all similar enough that, considering players feel healers are already quite homogenized, I don't see how having a healer based on each of these can make the healers distinct enough to satisfy.
    (1)

  8. #8
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    P0W3RK1D's Avatar
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    Quote Originally Posted by ItMe View Post
    I'm not sure if these suggestions would actually make players happy.
    The three healing types I've not snipped from your post (damage shielding, latency healing, and damage reduction) are all similar enough that, considering players feel healers are already quite homogenized, I don't see how having a healer based on each of these can make the healers distinct enough to satisfy.
    I do agree some are relitivley simular, but the post was kinda just telling of healing types that could be assigned to its unique healers.
    the Damage shielding is supposed to have emphasis on "outright nullifying the next attack that hits them". Kinda giving off the idea of a healer that instead of throwing out cure 2s left and right simply stops damage from being taken at all, no damage reduction, just a flat out "Hit me harder, I cant feel that" move.

    Latency healing is kinda wierd, but the easiest way i can demonstrait it is: imagine A scenario where a horde of enemies is attacking the tank, you would throw a latency healing onto him -- even if he hits 0 hp while the heal is on him he wont die until the spell is off. The spell counts all of the damage the player has taken, and then restores that to the player, plus however much damage the mobs have inflicted on them. The downside being, if you are low on health, and there is an enemy that is doing little damage to you, you wont heal much So be on top of your game and watch for enemy special moves .

    And damage reduction is already in the game, its just not powerful enough to be a Pure healing subsitute, if the percentage was kicked up it would be more viable, and with a regen, or a pure heal spell to suplement it would be an kn style.

    right now healers are a bit boring, none of them seem to adhere to any specific identity, and they all heal in relitivley the same way. i.e : 21111111111111 ,Lucid, 21111111111, 3,11111111111, 2 11111
    Plus with the new styles of healing, healers would have many more playstyles they could be, and it would force more unique ways to support.
    (0)
    Last edited by P0W3RK1D; 02-27-2021 at 02:24 PM.

  9. #9
    Player
    ItMe's Avatar
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    Iiiiiiiiiiit's Meeeee
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    Arcanist Lv 90
    Quote Originally Posted by P0W3RK1D View Post
    I do agree some are relitivley simular, but the post was kinda just telling of healing types that could be assigned to its unique healers.

    [...]

    with the new styles of healing, healers would have many more playstyles they could be, and it would force more unique ways to support.
    (Emphasis mine)
    Would they?
    Because you seem to be broadly breaking things down into preemptive healing and post damage pure healing. I don't see how simply flavoring why you put the healing skill before or after the damage changes all that much.
    Dot 1 1 1 1 heal
    Vs
    Dot 1 1 1 shield 1
    (1)

  10. #10
    Player
    P0W3RK1D's Avatar
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    Scholar Lv 90
    Quote Originally Posted by ItMe View Post
    (Emphasis mine)
    Because you seem to be broadly breaking things down into preemptive healing and post damage pure healing. I don't see how simply flavoring why you put the healing skill before or after the damage changes all that much.
    Dot 1 1 1 1 heal
    Vs
    Dot 1 1 1 shield 1
    Hey, not all of these listed types are perfect, they are ideas, and with more indepth care and tweaking they could be viable ideas. And the diffrence betweene a pure heal and a shield? Iddoknow, ask SQUENIX, weve been using them for a while now, they love it so much they even gave BOTH to AST.
    But i think a way to differentiate them would be....
    Hows about Shields become a CHANNEL ability. The healer would need to select a target and cast the spell -- the selected ally would then be granted a shield, that shield will last a long as the healer is channeling it -- and when the shielded ally takes damage, instead of them loosing health, the one who is channeling the shield looses mana, the shield would break when either the caster is out of mana, the caster's channel is broken, or the one receiving the shield moves too far away from the caster.
    (1)

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