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  1. #1
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    986
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I've wanted 'stagger' as a mechanic for a long time, and adding a healer that mitigates by delaying damage into a DOT (and focusing on HOTs to equalize the HP bars) is an idea I'd like to see. Engine probably can't support it. But it'd be 'buff management' of sorts, keeping the buff up on people to delay the damage, maybe
    Dunno about the first part but I've been advocating AST to be a strict regen healer (if it can't dual stance) for a year or so now.

    I'd prefer the stance dancing as a psuedo cleric stance but a regen/delayed heavy Diurnal with high costs on burst healing options (Helios, Benefic 2, CI, ED) be it MP or CD would be more than welcome.

    For SGE... thinking about it, it would be interesting if the other Kardia effects could also give team mates a boost in some area not unlike cards to make switching not necessarily mandatory, but something you would want to do. For example, there is the HoT idea I had where you built up X damage thresh hold. Could also do the same for a shield effect.

    Quote Originally Posted by ty_taurus View Post
    It was a DPS spell that applied 4 stacks of regular Soteria on your Kardia target (replacing Soteria as an action) or 2 stacks of AoE Soteria that heals around your Kardia target when used with Eukrasia. The spell was a 1000 MP cost. Normal spells like your standard Dosis or basic heals have no MP cost to avoid letting the healer brick themselves, but there were other choices to make with your MP and how you handled it, allowing you to burst with certain resources as needed and make your choices on what to cast matter a lot more.
    With the above Soteria being able to apply it as well possibly.

    On that note, I'm going to say no to having no MP cost. I want more reasons to keep note of my MP bar, not less.
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    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

  2. #2
    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 ASkellington View Post
    Dunno about the first part but I've been advocating AST to be a strict regen healer (if it can't dual stance) for a year or so now.

    I'd prefer the stance dancing as a psuedo cleric stance but a regen/delayed heavy Diurnal with high costs on burst healing options (Helios, Benefic 2, CI, ED) be it MP or CD would be more than welcome.

    For SGE... thinking about it, it would be interesting if the other Kardia effects could also give team mates a boost in some area not unlike cards to make switching not necessarily mandatory, but something you would want to do. For example, there is the HoT idea I had where you built up X damage thresh hold. Could also do the same for a shield effect.



    With the above Soteria being able to apply it as well possibly.

    On that note, I'm going to say no to having no MP cost. I want more reasons to keep note of my MP bar, not less.
    Right now, MP use is almost entirely minor MP taxes that automatically resolve themselves with the use-on-cooldown Lucid Dreaming and the use of your gauge tools which are also used within certain timeframes. In other words, MP management is something that largely resolves itself.

    I don't think having your standard gameplay tick away at your MP does anything to create some sort of interesting way to engage with MP as a resource. It's also very bizarre that SMN, RDM, and the healers can theoretically brick themselves into not being able to do anything, yet tanks, melee, and physical ranged have no such consequence.

    I would rather see each healer have a selection of MP cost abilities that you want to use often, and have the ability to restore your MP be a manual choice between that and other resources. So your MP management game would be exponentially more engaging than what we have now, not less.
    (1)

  3. #3
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    As much as it pains me to say this, not quite. The questline is about how she refuses to draw aether from nature, instead burning up her own life in a sense to fuel her healing. The questline does not have anything to do with whether she does damage or not.
    This is the accurate answer.

    Sylphie is used as an insult against people that pick and play Healer Jobs instead of DPS Jobs because they want to heal their friends and allies instead of dpsing the monster. It's haphazard in how it's used, though, as sometimes it is used referring explicitly to people who only want to heal and do zero DPS, other time against those that will DPS but don't want it to be their focus, and other times against anyone who disagrees with the poster using the insult (e.g. that "Sylphie" is sometimes used as an "I disagree with you and need an insult that won't get me banned from the forums")

    Quote Originally Posted by Tigore View Post
    I think Sylphie probably thought she might be shackling nature if she drew from that source. She does begrudgingly start to listen when she learns the truth about what happened to her mother doing the same she did. She realized it was a genuine concern for her life from you and the guild master. She also learned that she did not shackle nature at all and felt happy with her new bond.
    Also this.

    It wasn't about DPSing or "dealing damage" in any way, shape, or form. It could just as reasonably be said that the purpose of the questline was that people should use Stoneskin (and much later Aquaveil) as that they should use Stone 2 and Fluid Aura. The quest text and journal entry are both quite clear Sylphie's issue was that she was using her life force to heal people, and was going to try to Raise someone doing this, which the Guildmaster, Y-Suni-Yan, fearing this would kill her (because she'd use HER life force to revive someone from death, which would probably mean killing her by taking all of her life to restore someone else's), tries to prevent. In effect, that one BLU spell that KOs the BLU to revive an ally.

    People who want to use Sylphie as an insult tend to ignore all of this, though, using a 2.0 quest meant to establish the lore of the Elementals as the Devs secretly telling Healer players that they should do damage (never mind that the SCH quests say the exact opposite and are nearly, if not entirely, exclusively about SCH's healing and shielding their allies, not dealing damage at all...somewhat ironic when you consider the opposite focus of the two Healer Jobs at the time...)

    Quote Originally Posted by ASkellington View Post
    Saying "I want to heal" shouldn't be a death sentence to being called a Sylphie since, yeah, that is what I want to do. I've played support classes with nothing more than buff management on top of dps and its not what I like. I want to heal while doing those things and I want healing to take up the MAJORITY (read 40-~70ish) of my time
    Agreed. For all our disagreements, we agree on this.

    Even agree on throwing out buffs.

    Quote Originally Posted by ty_taurus View Post
    What I'd ultimately like to see from SGE is to follow GNB's approach--be the healer that feels like a DPS in the way that GNB is the tank that feels like a DPS. That's not entirely true of course, but SGE should have a high APM, fast paced gameplay model of having a real rotation with different options for spells that award different kardia effects.
    Agreed on this as well. I think I've said it several times before that SGE should be the GNB to Healers. Where GNB was a Tank that played like a Melee DPS, SGE could and probably should have been (and should be) a Healer that plays like a Caster DPS. When it was first announced, I thought Chloromancer from RIFT or Disc Priest from WoW, and I still think it should be that.

    ...it wouldn't be a Job I'd play, but it's a Job I think the game could use and that would make some people happy. To me, that's sufficient reason to have it. (And unlike changing the existing Healer Jobs, it would have hurt no one and taken nothing away from people to introduce/implement SGE that way.)

    Quote Originally Posted by ForsakenRoe View Post
    I'm pretty sure Ty's SGE rework idea had yes, an AOE Kardia, but at a large MP cost. And I know my idea had AOE Kardia, at a large MP cost.
    Mine also had one, though on a CD instead of an MP cost (my idea for SGE was its DPS be the MP management component, like BLM is), as well as a short duration second Kardia, like Synastry just for Kardia heals instead of GCD heals.

    Quote Originally Posted by ASkellington View Post
    Dunno about the first part but I've been advocating AST to be a strict regen healer (if it can't dual stance) for a year or so now.
    Does kind of fit the aesthetic and class fantasy better, doesn't it? More turning/twisting FATE in people's favor. It would also make more sense for AST's heals to be more efficient/MP cheaper than WHM's if the healing was also not as direct/immediately potent.
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    Last edited by Renathras; 05-02-2023 at 04:06 PM. Reason: EDIT for length