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  1. #221
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by LestatXero View Post
    snip
    I recommend that you, or anyone else here in General Discussion, watch Sarixis's YouTube videos on FFXIV Healing. He is a small, but underrated FFXIV content creator that gives a brief but good explanation as to why healers are in such a sad state right now and offers a good benchmark on how SE can rework the jobs by using old assets that are still in the game's files. Because of his videos, I was able to convince someone who was in favor of the 1 button DPS spam into understanding our argument and in favor in adding more DPS spells.

    Please note, these videos were made before the 6.1 patch.

    WHM: https://youtu.be/dF3XIhJm_N0
    SCH: https://youtu.be/b2YZ1dx34ug
    AST: https://youtu.be/XNJGY9B7VW4

    Take his WHM video for example.

    He suggests that SE brings back Fluid Aura.
    • The spell will act as a mini-Enochian and gives the WHM a 5% dmg boost.
    • Will upgrade to Water/Banish at later levels.
    • Adds the trait "Conviction" where if a WHM heals an ally that's below 50% of their health, they gain three Conviction "stacks" that boosts the damage of Fluid Aura/Water/Banish significantly.

    He also suggests that SE introduces a new skill called, Sacrosanctity.
    • It uses the old Cleric Stance animation.
    • Marks an enemy npc and deals damage to them whenever the WHM casts a healing GCD.

    I don't agree with everything on his videos, but it's a good watch and it helps non-healer players understand what we healer mains want. He understands the Healer role very well.
    (4)

  2. #222
    Player
    Iedarus's Avatar
    Join Date
    Aug 2021
    Posts
    365
    Character
    Iedarus Meridus
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SargeTheSeagull View Post
    I've had more fun healing in PvP the last week on sage than I've had healing in 14 since shadowbringers launch day. If they don't implement some of the ideas in PvP healers into PvE they're insane.
    This is the same company that deleted Kaiten and cut Hroth ears off, saying they were covered by HAIR. I wouldn't hold my breath.
    (7)

  3. #223
    Player
    Join Date
    Oct 2021
    Posts
    959
    Quote Originally Posted by currentlemon View Post
    I recommend that you, or anyone else here in General Discussion, watch Sarixis's YouTube videos on FFXIV Healing. He is a small, but underrated FFXIV content creator that gives a brief but good explanation as to why healers are in such a sad state right now and offers a good benchmark on how SE can rework the jobs by using old assets that are still in the game's files. Because of his videos, I was able to convince someone who was in favor of the 1 button DPS spam into understanding our argument and in favor in adding more DPS spells.

    Please note, these videos were made before the 6.1 patch.

    WHM: https://youtu.be/dF3XIhJm_N0
    SCH: https://youtu.be/b2YZ1dx34ug
    AST: https://youtu.be/XNJGY9B7VW4

    Take his WHM video for example.

    He suggests that SE brings back Fluid Aura.
    • The spell will act as a mini-Enochian and gives the WHM a 5% dmg boost.
    • Will upgrade to Water/Banish at later levels.
    • Adds the trait "Conviction" where if a WHM heals an ally that's below 50% of their health, they gain three Conviction "stacks" that boosts the damage of Fluid Aura/Water/Banish significantly.

    He also suggests that SE introduces a new skill called, Sacrosanctity.
    • It uses the old Cleric Stance animation.
    • Marks an enemy npc and deals damage to them whenever the WHM casts a healing GCD.

    I don't agree with everything on his videos, but it's a good watch and it helps non-healer players understand what we healer mains want. He understands the Healer role very well.
    His videos are great! I don't agree with everything he suggests either but I can't deny that it would be more fun than what we've currently got.
    (2)

  4. #224
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Nizzi View Post
    His videos are great! I don't agree with everything he suggests either but I can't deny that it would be more fun than what we've currently got.
    It's also just well-thought out which our current healers are not. There are so many ways to break a job's design that it's understandable why they felt like homogonization was the correct path, even if unacceptable by many of us.

    To be honest, though, I think we need to be less scared of breaking stuff. Balance is important, and I'm normally a huge advocate of balance, but becoming obsessed with balance and perfection has made our jobs dull and lifeless. I would rather have something imbalanced but fun than something consistently dull. We all to often forget that this is a game, not an SAT test. The job does need to flow, and we can want to play as best we can with the jobs we have, but was it really bad for AST's cards to have RNG? Was it really bad for the faeries to be different but lopsided?
    (7)

  5. #225
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    I’ve said this a lot but two scenarios need to happen:

    Overhaul damage dealt so bosses/mobs/ect delivery damage alot more often and in 4 man content 200% more potent

    Or have healers have light version of ranger/Caster kits

    The first option will never happen as the content is way to fixated in its heavily scripted design, so the only hope for a overhaul is a DPS kit just light enough not to be boring
    (3)

  6. #226
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Jirah View Post
    I’ve said this a lot but two scenarios need to happen:

    Overhaul damage dealt so bosses/mobs/ect delivery damage alot more often and in 4 man content 200% more potent

    Or have healers have light version of ranger/Caster kits

    The first option will never happen as the content is way to fixated in its heavily scripted design, so the only hope for a overhaul is a DPS kit just light enough not to be boring
    i find it strange that people think the first option will "never happen" when, well, it DID happen. back in arr and heavensward autos did more damage and even crit... even the first boss of gubal library randomly autoattacks dps so even with scripted mechanics they can definitely make healing more interesting. if they bring that back, well thats a different story.
    (1)

  7. #227
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Quote Originally Posted by QooEr View Post
    i find it strange that people think the first option will "never happen" when, well, it DID happen. back in arr and heavensward autos did more damage and even crit... even the first boss of gubal library randomly autoattacks dps so even with scripted mechanics they can definitely make healing more interesting. if they bring that back, well thats a different story.
    Probably because the developers have stated that they have no plans to increase the amount of outgoing damage that needs to be healed. Otherwise, the baby healers would be “too stressed out” and completely fall apart. Or something.

    They also removed the ability for bosses to Crit auto in any content added after Stormblood. Which I disagree with but apparently it was “too difficult to manage”.
    (10)
    Sage | Astrologian | Dancer

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  8. #228
    Player
    Wanzzo's Avatar
    Join Date
    Jan 2016
    Location
    Golmore Jungle
    Posts
    397
    Character
    Nadia Frostwind
    World
    Seraph
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Silver-Strider View Post
    So, some general suggestions.


    SCH:
    • Bane and Miasma return.
    • Eos and Selene are now slightly different.
      1. Selene's Whispering Dawn will heal for less upfront but has a longer duration, while Eos will heal for more quickly but have a lower duration but both will heal for the same total potency.
      2. Selene will receive Fey Covenant to act as an inverse of Fey Illumination, reducing the damage the party takes by 10% instead of 5% but only increases healing received by 5% instead of 10%.
      3. Fey Blessing will be lowered down to level 30 and will provide a Shield effect for Selene or a Heal with Eos.
    • The Fairy Gauge now unlocks are level 20 with Whispering Dawn and starts off at 100 upon entering an instance and each fairy ability will now use 25 gauge to utilize. All your GCD attacks will restore 5 gauge each, Aetherflow abilities will continue to restore 10 gauge. DoTs have a 50% proc to restore 5 more gauge per tic.
    • Aetherpact will no longer tether your fairy to a party member but will summon your unused fairy to the target, causing them to heal the target only. This frees up your fairy to continue to utilize her other abilities without the clunkiness of applying and reapplying the tether if you wish to utilize her other abilities.
    • Energy Drain is changed to a 1m oGCD attack with 2 charges that, upon use, will turn Art of War into Shadowflare and Ruin 2 into Ruination. Shadowflare will cause a slow on all targets hit while Ruination has the same potency as Broil and will reduce the damage the target does by 5% for 15s with. Both these effects have a 1 minute CD.
    • Rouse and Eye for an Eye return as low level Seraph and Protraction. Protraction can be spread with Deployment tactics.

    AST:
    • New AoE skill called Nebula is added.
    • Cards are now divided into Major and Minor Arcana.
    • Balance, Spear and Arrow will be Major and provide D.Hit, Crit, and Determination.
    • Bole, Spire and Ewer will be Minor and provide Mitigation, Healing Received and Shielding.
    • Seals are gone entirely and Astrodyne is turned into a 120s CD with all 3 benefits consistently on it.
    • Time Dilation returns as low level Exaltation and Synastry is reworked to be low level Celestial Intersection
    I like your suggestions.
    The faeries now have no reason to be different anymore. It's kinda sad...

    And the AST cards, I think the effects of each are debatable, but it's a good start to make them different again as they were in the start.

    These aspects are what bothers me most. Why the same effects in two or more buttons or cards? I think we must get or one only button for the same thing or more effect diversity (which is preffered).
    (4)
    "Every soul you touch will remember your kindness" - TIA, G'raha

  9. #229
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by ty_taurus View Post
    It's also just well-thought out which our current healers are not. There are so many ways to break a job's design that it's understandable why they felt like homogonization was the correct path, even if unacceptable by many of us.

    To be honest, though, I think we need to be less scared of breaking stuff. Balance is important, and I'm normally a huge advocate of balance, but becoming obsessed with balance and perfection has made our jobs dull and lifeless. I would rather have something imbalanced but fun than something consistently dull. We all to often forget that this is a game, not an SAT test. The job does need to flow, and we can want to play as best we can with the jobs we have, but was it really bad for AST's cards to have RNG? Was it really bad for the faeries to be different but lopsided?
    WHM was the issue with this state of affairs. It's perfectly workable...if you don't have it starkly contrasted alongside a healer that MUST have zero utility, zero complexity, zero fun unbalanced things, and then the job balancing team wonders why it somehow sucks alongside the two jobs that don't have these weird arbitrary "has to suck" constraints on it.
    (3)

  10. #230
    Player
    Insertusernamehere's Avatar
    Join Date
    Jul 2019
    Posts
    189
    Character
    Misha Fiertze
    World
    Zodiark
    Main Class
    Gunbreaker Lv 90
    I think another thing healer can benefit double targeting.. you can target boss (or mob) and a group member at same time.

    Any offensive spell you use cast to boss.. any beneficial spell you use cast to selected party member.

    It makes DPS rotation (they don't have any yet) much more easier. It can be included in targeting options as optional choice.
    (0)

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