if i was fluent in Japanese i'd already have done so while providing JP youtube subs for his videos
These videos would be better if they had just stuck to the concept of making each healer have an engaging dps rotation rather than trying to wildly change each kit while throwing in a bunch of extra healing potencies and barrier break mechanics ala The Blackest Night. It's also hard to take it seriously when they're suggesting stuff like SCH having 2 charges of each healing ogcd with no drawbacks.
SGE is the only healer that gets to have a barrier break mechanic because they actually lose healing from not using their dps spell, and even then the current iteration doesn't even have straight damage recapture like lilies do. We don't need SCH gaining 900 effective potency from casting Succor before every raidwide, or being forced to barrier break to get resources.
Eating the fairy is fine as long as it remains emergency food instead of a dps gain. SCH actually has great healing tools and getting rid of Energy Drain for some other form of dps is all that's needed. Who cares if Dissipation isn't as strong as Neutral sect as long as the entire kit is well-rounded enough.
The proposed card system doesn't encourage you to play cards on appropriate party members, it encourages you to hoard all of your cards in an attempt to play 3 different buffs on the same person.
But he didn’t wildly change each kit he stuck w mechanics and resources and assets already in the game. To implement these changes or even some of these changes wouldn’t take much resources from the dev team in comparison to starting from scratch.
After all this time though it’s becoming apparent that I am not the target player for who they want to be playing healer. I’ve already was day started dps classes.
I don't like his WHM DPS kit, it's just WARlite with the buff and doesn't take into account its Conjurer background.
Instead of a boring 10% buff upkeep I'd give it a double bar(one side blue, one side red) right next to the lilies, you get a lily each time the blue bar gets increments of 30(out of 100). The red bar fills at the same time as the blue bar. When the red bar reaches 100 this gives a red lily as usual and lets you use Misery but now after you use Misery your elemental kit changes into light elemental with higher potencies for a short while.
Stone>Glare
Aero>Dia
Water>Banish
Quake>Holy
Water is your oGCD ability on 2 charges and comes with Aqua Flow, Aqua Flow shortens your Water's CD each time you cast a heal spell. When Misery is used it gives a extra charge of Banish for a total of 3 and it comes with Light Flow, any Light elemental spell shortens the CD of Banish. Water and Banish have a splash effect.
Presence of Mind gets a trait upgrade that lets you start with Light elemental.
Quake also stuns.
Aero and Dia are stackable.
Last edited by Aluja89; 02-22-2022 at 12:27 AM.
But he didn’t wildly change each kit he stuck w mechanics and resources and assets already in the game. To implement these changes or even some of these changes wouldn’t take much resources from the dev team in comparison to starting from scratch.
After all this time though it’s becoming apparent that I am not the target player for who they want to be playing healer. I’ve already was day started dps classes.
Hi guys! It's the game design nerd who made those videos. (again for the love of god don't get a degree in it)
Thanks for all the support towards my videos even if you don't agree with my takes. We can agree the healers need improvement even if we want different outcomes. I just simply went with ideas that consider how production pipelines actually work.
Eventually I plan to make a video discussing realistic measures the dev team could take to improve the overall encounter design for healers. And just like with the job design videos, it will take a more conservative money + QA time concerned approach so don't expect anything ground breaking or revolutionary.
I'm currently working on an essay for a completely different game atm though because of some hardcore burnout I've had with XIV. If I wasn't Savage raiding I'd have considered unsubbing. Analyzing the game's design has also just become a lesson in frustration so I needed some space away from it.
I appreciated the insight your videos offered. It opened up my way of thinking of my own suggestions on how to improve classes.Hi guys! It's the game design nerd who made those videos. (again for the love of god don't get a degree in it)
Thanks for all the support towards my videos even if you don't agree with my takes. We can agree the healers need improvement even if we want different outcomes. I just simply went with ideas that consider how production pipelines actually work.
Eventually I plan to make a video discussing realistic measures the dev team could take to improve the overall encounter design for healers. And just like with the job design videos, it will take a more conservative money + QA time concerned approach so don't expect anything ground breaking or revolutionary.
I'm currently working on an essay for a completely different game atm though because of some hardcore burnout I've had with XIV. If I wasn't Savage raiding I'd have considered unsubbing. Analyzing the game's design has also just become a lesson in frustration so I needed some space away from it.
Hi friend! Thanks for all the support you've given and a few of the clarification questions you've asked.
I'm glad that my content helped inspire you. My goal with the channel moving forward is to open up more of a discussion about the craft of game design and story telling to hopefully inspire more creativity.
I'm curious how much digging you've done here and what your general thoughts are on many of the conversations that bounce around.
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