I think the topic of "What qualifies as a healer" and "what healer designs are healthy for the game as a whole" are two different conversations that we're mixing up. Having healthy job design is incredibly important, and I'm not discounting that. I forget where they posted this, but Roe referenced somewhere how concerned they would be if SE added Alisaie's Vercure III, and AoE heal, to Red Mage, stressing that even with Red Mage being forced to drop GCD attacks, the shear damage output offered by Red Mage would threaten the healer role considerably. I agree, because if that was the case, and Red Mage could adequately sustain the party with Vercure III, that would change Red Mage from a DPS support to a DPS/Support/Healer hybrid. I would then unironically describe Red Mage as a healer because it would be one. That's not to say that's healthy for the balance of FFXIV, but whether or not it's a good idea, that would still make Red Mage into a fully fledged healer.
My point is just that refusing to call it a healer because it has too many attacks is silly and wouldn't change the fact that Red Mage would be able to be the party healer.
And going back to my list of wants for a job, What I want is to have competitive healing throughput, have no more than 30% of total action usage dedicated to any singular action, and spending roughly 80% of their total casts on at least 10-12 actions. Whatever that looks like, I don't want that to deal DPS levels of damage, or even tank levels of damage. I'd want it to be balanced with the other healers in terms of output, either by dealing roughly the same amount of damage, or if it does offer a modestly higher DPS output range, that that comes at the cost of utility that the other healers have access too, and I don't need those actions to be DPS actions anyway. As long as they are always optimal to use in the way they're meant to be used regardless of whether I'm soloing the MSQ or progging savage, I don't care that much about what the actions actually do. I have preferences, but at this point I'll take what I can get.



Reply With Quote

So instead, I'd propose returning towards SB, but with a few modifications. The first would be to have two sets of Draw and Play, probably Major and Minor Arcana. One set would be damage increasing abilities, the other utility. The first might be X% flat damage, Y% added crit, or Z% added direct hit, with the ratio being 1:2:3 like BRD songs are. The utility set would be a damage reduction ability, a movement speed increasing ability, and a haste (spell and skill speed) ability. Next, I'd massage RNG a bit by allowing stocking of any card the AST chooses. This would allow, say, the damage reduction ability, if not needed now but needed in the future, to be "stocked" for later use at the time it matters, instead of pre-SB where it was just wasted or Royal Road fodder. I'd...also bring back Royal Road, because while I personally hated half of AST buttons being both oGCDs and card related...some people loved the hell out of that, and liked being able to modify cards to increase effectiveness, duration, or give them an AOE effect. AST's damage kit and healing kit don't directly need to be changed, since they're more or less what they were. Some more recent effects could be added to existing ones - for example, Exaltation or Intersection's damage reduction/shield could be a trait addition to the Bole card (there's no reason Cards can't get improvements with Traits at higher levels, now is there?). Oh, and one more little change that I'm sure (sarcasm) no one would really care about or notice - return Diurnal and Nocturnal stances. No, not hot swapping in battle. Pick one or the other, but the option is now there again. I feel that would be a pretty welcome change.

