One idea i had for Sage was to lean fully into the 'augments it's spells' aesthetic, by making Dosis and Phlegma cost 0 MP, and instead have MP costs on Eukrasia, Zoe (would now affect damage spells too), couple of other modifier skills that would be added (maybe a 'crit chance is raised'), so the MP economy of the job would be around balancing when to power up your DPS spells vs when to chill a bit, kinda like Arcane Mage in WOW in a sense. Though I suppose this would be too much like Dark Arts spam of old
Anyway, I acknowledge the issue players have with 'if healing is more complex then ill stop healing', that complexity would drive people away. Hence, we suggest adding complexity only to the DPS side of the healers. Keeping the party alive shouldn't require rocket science degrees, that can stay as accessible as it currently is. But we can do more with the damage side of things, and possibly add interactivity between the DPS kit and Healing kit, so DPSing effectively allows you to heal without needing to drop into GCDs (time to shill my WHM idea again).
One thing I will note about the desire to 'have to heal more' however: I've done TEA. There's a phase where it's just constant damage on the raid, the J-Waves phase, a test of healing throughput and mitigation. You'd think 'ah yes, you need to heal a lot here, this is what I want healers to be like!' and no, it's quite the same as the current GlareSpam fiesta, just instead of pressing my Glare button, I pressed Medica 1. Now, there was some slight interesting things I could do, such as spending my lily heals first while damage was low enough for me to throw out the Misery safely, then using Thin Air later in when the damage was outpacing Medica, so I could easily afford to move up to Cure 3. But all in all, this was a phase based on 'more healing' and it's not that interesting. Rather, planning out mitigation as the other healer seemed the more interesting part, I was WHM my job was to press Temperance at 5 stacks. But since then I've done P8S as SGE and working out how to ration out mit for the final enrage is a lot more interesting than WHM's job there.
I had an idea, and I've asked friends but only one of them is as deep into healing in this game as me, so I'll ask it here. Anyone who has done P7S: The raidwide Spark of Life no longer has a bleed attached (the main burst of damage still hits as hard as current, just no bleed after). To compensate, every time the boss does Bough of Attis (the fist slam into punch), slamming the arena causes proximity damage from the center of the two front platforms. This means there are extra raidwides to deal with through the fight, but the ones we have currently are not as 'dump every mit on this'. Does this make the fight more 'interesting' or 'fun' to heal?



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