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  1. #581
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ASkellington View Post
    Now if only we can get the devs to.
    Much to the complaint of some here, I think they are getting the picture, but because it's in SE time, it's slow as hell and about 15 minutes off. The newest healer, SGE, is quite literally the healer that heals by DPSing, if that isn't SE's acceptance of healers DPS I don't know what is. The two things stopping them from them from expanding on that concept and making it better for all healers that I can see are: casuals suck at multitasking especially when it comes to comfortably DPSing while comfortably healing, and that this was their biggest expansion to date with the largest influx of new players, so they played it SUPER safe. That second part I personally wasn't a fan of because it made all the content, from dungeons to raids, extremely boring as a tank. There wasn't even a single, fun, multi mob pack pull in any dungeon in EW(think Mt. Gulg), and that's about the only enjoyment I can get out of dungeons. I don't think there will be major changes in 6.1 sadly because Yoshi-P had stated something along the lines of not wanting to make major changes till after the Ultimate, probably so it doesn't break something, in the last live letter. Have to wait and see, and prepare for the breaking of the forums when 6.1 just brings potency changes.
    (0)

  2. #582
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    Much to the complaint of some here, I think they are getting the picture, but because it's in SE time, it's slow as hell and about 15 minutes off. The newest healer, SGE, is quite literally the healer that heals by DPSing, if that isn't SE's acceptance of healers DPS I don't know what is. The two things stopping them from them from expanding on that concept and making it better for all healers that I can see are: casuals suck at multitasking especially when it comes to comfortably DPSing while comfortably healing, and that this was their biggest expansion to date with the largest influx of new players, so they played it SUPER safe. That second part I personally wasn't a fan of because it made all the content, from dungeons to raids, extremely boring as a tank. There wasn't even a single, fun, multi mob pack pull in any dungeon in EW(think Mt. Gulg), and that's about the only enjoyment I can get out of dungeons. I don't think there will be major changes in 6.1 sadly because Yoshi-P had stated something along the lines of not wanting to make major changes till after the Ultimate, probably so it doesn't break something, in the last live letter. Have to wait and see, and prepare for the breaking of the forums when 6.1 just brings potency changes.
    SGE falls flat to me as a healer who heals by doing damage.

    To me that means it has abilities like ES, Macro and Assize. And it does have one: Pneuma but imo it could and arguably should have more. Kardia making all damage you do heal is... ok, but by itself + Pneuma that to me does not equal a healer who heals with damage.

    I'd keep Pneuma and Kardia as is... perhaps make Toxicon oGCD to reward you for shielding when they break for extra dps. Play a bit more with Pepsis' idea, where it burst heals by removing shields and get rid of some of its overlap with SCH and actually have abilities that do damage and heal at the same time.

    Would I like SGE over AST then? Eh. Maybe? I did like Chloromancer in Rift and if SGE had more of its properties I may like it, shields and all. But that's where I personally do not think SGE lives up to its name as a "damage by healing" healer.
    (4)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  3. #583
    Player deadman1204's Avatar
    Join Date
    Feb 2019
    Posts
    285
    Character
    Fransisco Acutus
    World
    Ultros
    Main Class
    Dragoon Lv 90
    SGE healing by damage kinda feels a bit like a gimmick, because ALL healers are gonna be spamming their 1 nuke 95% of the time anyways.
    (0)

  4. #584
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ASkellington View Post
    SGE falls flat to me as a healer who heals by doing damage.

    To me that means it has abilities like ES, Macro and Assize. And it does have one: Pneuma but imo it could and arguably should have more. Kardia making all damage you do heal is... ok, but by itself + Pneuma that to me does not equal a healer who heals with damage.

    I'd keep Pneuma and Kardia as is... perhaps make Toxicon oGCD to reward you for shielding when they break for extra dps. Play a bit more with Pepsis' idea, where it burst heals by removing shields and get rid of some of its overlap with SCH and actually have abilities that do damage and heal at the same time.

    Would I like SGE over AST then? Eh. Maybe? I did like Chloromancer in Rift and if SGE had more of its properties I may like it, shields and all. But that's where I personally do not think SGE lives up to its name as a "damage by healing" healer.
    I mean, that's the entirety of what Kardia is, healing through damage. Pneuma imo is a better example of what the other healer jobs should be because it's DPS neutral on single target. Imo things like Assize and Earthly are "fire and forget" in everything that's not high end raid, and even then it's just move a second forward or back so it can cover an AoE. Whereas Pneuma is a damage gain on AoE, and on single targets in Raids, you use it when you want the heal up and not suffer a damage loss. Not to mention it's great with Zoe for the extra boost. Then you have Phlegma, which I feel is one of the best abilities for a job in the game, because it's like a swiss army knife. It's mobility, it's burst damage, it's AoE damage, procs Kardia heal, and it sits on a non-standard timer of 45sec so you have to think about it's usage a little bit to align with bursts. Some don't care for it, but I love buttons that have more than "just use on cooldown" or "use only in this one case and almost never anywhere else" that a majority of buttons have. Like when they added the slow to Arms Length so it had a use in dungeons. Plus Icarus is just a fun thing to have on a healer, and Toxicons help with dungeon pacing in between mobs and bosses(though I think Haima and Panhaima should give 1 Addersting so you have an option to get Toxicons mid raid.

    I just think they could combine about 1/3rd of all healers toolkits, replace them with DPS options that maybe have multi-use, or gauge interaction, or anything that isn't just a dot. This coupled with a slight nerf to tank sustain(I did an entire Dead Ends with just Heart of Corundum and Aurora and my healer wasn't strained as much as you would think), would make it so healers didn't always have an oGCD for everything, force a GCD heal every now and then, while having more options for DPS in the downtime. Or bring back boss crits lol
    (0)

  5. #585
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    I mean, that's the entirety of what Kardia is, healing through damage. Pneuma imo is a better example of what the other healer jobs should be because it's DPS neutral on single target. Imo things like Assize and Earthly are "fire and forget" in everything that's not high end raid, and even then it's just move a second forward or back so it can cover an AoE. Whereas Pneuma is a damage gain on AoE, and on single targets in Raids, you use it when you want the heal up and not suffer a damage loss. Not to mention it's great with Zoe for the extra boost. Then you have Phlegma, which I feel is one of the best abilities for a job in the game, because it's like a swiss army knife. It's mobility, it's burst damage, it's AoE damage, procs Kardia heal, and it sits on a non-standard timer of 45sec so you have to think about it's usage a little bit to align with bursts. Some don't care for it, but I love buttons that have more than "just use on cooldown" or "use only in this one case and almost never anywhere else" that a majority of buttons have. Like when they added the slow to Arms Length so it had a use in dungeons. Plus Icarus is just a fun thing to have on a healer, and Toxicons help with dungeon pacing in between mobs and bosses(though I think Haima and Panhaima should give 1 Addersting so you have an option to get Toxicons mid raid.

    I just think they could combine about 1/3rd of all healers toolkits, replace them with DPS options that maybe have multi-use, or gauge interaction, or anything that isn't just a dot. This coupled with a slight nerf to tank sustain(I did an entire Dead Ends with just Heart of Corundum and Aurora and my healer wasn't strained as much as you would think), would make it so healers didn't always have an oGCD for everything, force a GCD heal every now and then, while having more options for DPS in the downtime. Or bring back boss crits lol
    I'm saying SGE should have more abilities like Pneuma instead of Kardia being a buff you set and forget and now all your abilities heal. Kardia to me is what you believe ES and Assize is. And while Assize is more of a damaging ability you use on CD, ES I do try to plan out for incoming damage.

    Basically I want more abilities like Pneuma for SGE instead of the regen SGE has or its AF equivilant. I want SGE to be more distinct from SCH by ACTUALLY HAVING more abilities that innately heal by doing damage while also having Kardia.
    (3)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  6. #586
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ASkellington View Post
    I'm saying SGE should have more abilities like Pneuma instead of Kardia being a buff you set and forget and now all your abilities heal. Kardia to me is what you believe ES and Assize is. And while Assize is more of a damaging ability you use on CD, ES I do try to plan out for incoming damage.

    Basically I want more abilities like Pneuma for SGE instead of the regen SGE has or its AF equivilant. I want SGE to be more distinct from SCH by ACTUALLY HAVING more abilities that innately heal by doing damage while also having Kardia.
    I can get behind that. Maybe instead of Kardia being a "fire and forget" type thing, it could be akin to a regen that still works off your damage so you have to be proactive with it instead of just slapping on the MT before a pull. Things have to be either DPS neutral or a DPS gain at minimum, though I am not as much of a fan of DPS gain abilities as often they turn into "use on cool down zzzzz" for a lot of content. At least DPS neutral abilities like Pneuma allow for flexibility and break up monotony if even by a small amount. Can't have DPS loss abilities because they almost never get used, Lillies and Synastry some to mind.
    (0)

  7. #587
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Ixon View Post
    I can get behind that. Maybe instead of Kardia being a "fire and forget" type thing, it could be akin to a regen that still works off your damage so you have to be proactive with it instead of just slapping on the MT before a pull. Things have to be either DPS neutral or a DPS gain at minimum, though I am not as much of a fan of DPS gain abilities as often they turn into "use on cool down zzzzz" for a lot of content. At least DPS neutral abilities like Pneuma allow for flexibility and break up monotony if even by a small amount. Can't have DPS loss abilities because they almost never get used, Lillies and Synastry some to mind.
    As I've said previously Synastry could be fine if it worked for more than Benefic 2 (one may as well not exist). CI in theory wouldn't need 2 charges as you could Synastry 1 tank and use CI on the other for double tank busters (or do the same with Exaltation). I still don't understand why it doesn't even work with A. Benefic. That one is a GCD.

    SGE and Eukrasia was the same to me: oh cool something to interact with my kit (stance dancing)... it only works with my GCDs... /sigh

    Though... I'll be honest Eukrasia's idea should have been Noctural Sect for AST and AST should've been a stance dancer but... meh I'll not die on that hill. Turn AST into a true regen/time healer (tax our burst heals godsdammit!) and I'll be alright.
    (1)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  8. #588
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ASkellington View Post
    I'm saying SGE should have more abilities like Pneuma instead of Kardia being a buff you set and forget and now all your abilities heal. Kardia to me is what you believe ES and Assize is. And while Assize is more of a damaging ability you use on CD, ES I do try to plan out for incoming damage.

    Basically I want more abilities like Pneuma for SGE instead of the regen SGE has or its AF equivilant. I want SGE to be more distinct from SCH by ACTUALLY HAVING more abilities that innately heal by doing damage while also having Kardia.
    Having abilities that heal by doing damage, sure.
    Quote Originally Posted by Ixon View Post
    I can get behind that. Maybe instead of Kardia being a "fire and forget" type thing, it could be akin to a regen that still works off your damage so you have to be proactive with it instead of just slapping on the MT before a pull. Things have to be either DPS neutral or a DPS gain at minimum, though I am not as much of a fan of DPS gain abilities as often they turn into "use on cool down zzzzz" for a lot of content. At least DPS neutral abilities like Pneuma allow for flexibility and break up monotony if even by a small amount. Can't have DPS loss abilities because they almost never get used, Lillies and Synastry some to mind.
    Slight edit- i see that you mention before a pull- I still see no reason to modify Kardia, we can couple that with Soteria and instant DPS skills as we"re running so trash is half dead before a tank stops.

    Except that Kardia isn't a "fire and forget". One of it's advantages as opposed to the fairy is that it can get moved around. It's not at all unusual to take it off the tank. So kindly don't touch an ability that already is flexible, scholars already lost the ability to control their fairies to a large extent.
    (1)
    Last edited by IDontPetLalas; 03-09-2022 at 06:43 AM.

  9. #589
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    985
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by IDontPetLalas View Post
    Having abilities that heal by doing damage, sure.


    Slight edit- i see that you mention before a pull- I still see no reason to modify Kardia, we can couple that with Soteria and instant DPS skills as we"re running so trash is half dead before a tank stops.

    Except that Kardia isn't a "fire and forget". One of it's advantages as opposed to the fairy is that it can get moved around. It's not at all unusual to take it off the tank. So kindly don't touch an ability that already is flexible, scholars already lost the ability to control their fairies to a large extent.
    I still want to be able to target who the fairy embraces. I don't see any good reason as to why SCH doesn't have that...

    But no I don't want a change to Kardia. It can stay as is. I'm saying that Kardia is a "fire and forget" ability in that you place it on whoever and it is a moveable buff that makes all of your abilities do healing as they damage when SGE could have more abilities like Pneuma, Assize etc and should if it is to be a heal by damage healer. Akin to Chloromancer from Rift.

    /shrug Personal opinion.
    (1)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  10. #590
    Player
    Minarisweet's Avatar
    Join Date
    Jan 2021
    Posts
    350
    Character
    Ara Amai
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ASkellington View Post
    Yes and no and I think I can finally voice properly WHY.

    Healer isn't engaging because all healer has is healing. No buffs outside of bland clones with AST and Chain Strat. This would be ok if healing in fights, if fight design let the healer part be engaging. They do not, have not and will not so long as SE wants it to be accessible.

    That's fine... but you need to give us something else instead. Either make healing engaging in content or redesign the kits so we have something else to engage us.

    So yes, actually. Healing isn't fun because it isn't engaging because they made it unengaging on the healing parts of a fight and didn't give us something else to replace it.
    Even if you voice it very appropiately the devs don't care and the people that disagree because they can't relate won't care either, even the people that play healer don't care much because most healer mains currently play something else or they just don't play the game after beating msq... Fun can't be explained and a lot of healer mains are not having fun and others don't play it much or just play it cuz they need to fill in.
    (4)

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