Setting aside the fact that the two skills have different use-cases that incentivize having both bound, since Ruin 2 never has more potency than Ruin1/Broil you don't need to swap it out, so you can save yourself some effort there
Weird isn't it, you'd expect it to need more tools to work with, since the party is all casters and therefore take more damage than the average group (caster HP woes), and yet it functions well enough with ST heal (pom cure), AOE heal (strotram/exuviation), AOE Regen (angel snack, 2min CD), funny meme AOE heal with a ridiculous MP cost (White Wind), AOE shield (gobskin), and that's pretty much all that's needed, the rest can just be damage or utility
If the current 'bis loadout' for BLU was added as three new jobs, BLU-Tank, BLU-Healer, and BLU-DPS, and they could queue into current content as 'unlimited job', I'd be maining BLU-Healer. The main loop of BLU for damage, after you do your burst, is already 'put up a 30s DOT, then spam one filler move' so it's not like that aspect of healer gameplay would be lost
Last edited by ForsakenRoe; 08-24-2023 at 02:05 AM.
Right, but that's my point, I think; you aren't going to be interested in WHM unless we completely change it to where it won't appeal to people who like it. And you already have AST, they do not. I mean, consider the (somewhat likely?) reverse case - that AST is changed to be simple like WHM next expansion in 7.0. We all suspect this already. That would make AST appeal more to players like me...but how will you feel if it happens? And this isn't theoretical since we both know it very well may. You're probably not going to be happy if the one healer you really enjoy is changed to where you don't enjoy it so that it will appeal to other people, right?
That's how I feel with the insistence of changing WHM.
On the other hand, we could make proposals to AST that make it where it's a bit simpler but you still like it, but those changes wouldn't make someone like me want to try it out, yeah? But you could say to me then "Yes, but you have WHM, please don't take AST from me".
[QUOTE=ASkellington;6324905]Dia stacking is a worse decision simply because Dia is set and forget as is."
That's the point. ALL of the Healer DoTs are the same. They SHOULD all be different. And stacking to 60 is, AT WORST, no less good than current Dia. At best, it adds flexibility and some potential skill expression. But I've already argued this one to death so won't do it again. Likewise the Holy change is for people that like White Mage (not just FFXIV) lore and that Holy be a highly powerful spell.
.
Excog: The change is to remove Lustrate while retaining its general functionality. If you don't like it, we could just remove Lustrate and leave Excog as it is...but now what are you going to use as your AF dump since ED is on Faerie Gauge? Exactly.
Deploy: Charges don't help since they still have the same CD. Note that Deploy right now is made to match Recitation in CD so they can be used in tandem. This is intentional since it's designed to make SCH powerful while still being a big CD that requires some brainpower and timing to use correctly (skill expression \o/). So it would need its CD halved, but then people could just use it for a lot more frequent shield spreading, which could cause balance issues. I suspect that's why they won't do it. I get you like the PvP kit, but there's a reason for some PvP changes not applying to PvE. Broil 4 again reduces the single button spam (Art) in AOE. Again, this change was suggested explicitly to address players here complaining they just hit the same button over and over again.
Esuna traits: There's rarely any time a heal is completely unnecessary, and if it costs the same MP, there's no downside. There's no time you cast an Esuna where you think "Man, I REALLY don't want a free 10k or so of heal to go with this". Even the cases you don't need it, the only reason to complain is if you parse and worry about that overhealing number. And it wouldn't be relevant if that was the way to cleanse debuffs since all the healers would work that way. AND it wouldn't matter anyway since you never cleanse debuffs in high end content anymore to where this would even be an issue. Besides, "Slap a HoT" is no different in practice, though I guess we could have that as one of the Healer specific variants (didn't I suggest so? I think I did, but maybe not...)
Aetherpact/Collective: I was referring to the fact you never channel the full duration. You rarely do with Aetherpact, either (if you're worried about unnecessary healing, as you indicated above). You either stop it before its duration, you interrupt it with another Faerie Ability, or you forget about it and leave it on to where it only stops once the gauge is consumed (which lets other weaker party members get lower on health that you then have to expend more oGCDs to correct for if there's other damage going out). So it's net loss in all cases anyway. The toggle would be nice if not tied to a gauge and if it didn't conflict and cancel with other abilities.
Selene/Cards: No, Cards are nothing but balance because of Balance fishing. The other cards were useful, people just didn't want them. That's a bit different to Selene who was legitimately useless in a lot of cases and worst than Eos in most ways that mattered.
Energy Drain being decoupled... - is what the people want. And is the reason for the Excog change that you seem adamant at opposing, so that can be a useful AF dump if needed. So SCH WOULD have something to spend stacks on that isn't ED. Right now, it doesn't because of CDs. Soil has a CD, Excog has a CD, and Indom/Lustrate aren't useful if no one needs healing (Excog is almost always useful since the Tank if no one else will be taking damage within the next 45 sec and probably won't be at 100% health when it goes off, and Soil is always useful unless literally no one is taking literally any damage for a full 15 seconds).
"WHM has its roots and CNJ, it should retain them" - nah, it really shouldn't. CNJ is more of a Druid, White Mage in FF lore generally isn't. Even the Amdapori weren't. We don't see the Amdapori casting earth and water and air magics, we see them casting things like Banish and Holy. The Amdapori corpse in City of Amdapor (Hard) doesn't cast Stone or Aero. They will cast Cure and they will cast Holy as an damage spell (AOE). I couldn't get one to cast anything else smacking it with my autoattack or standing around letting it act under its own devices.
...which is to say, in the lore, WHMs aren't really CNJs. Conjury is a weakened version/form of White Magic, filtered through the Elementals. That is, it's power loaned to people by the Elementals, it isn't White Magic in its pure form, the Amdapori version would be. Likewise, what WHM has is a pure form of White Magic, unfiltered. Honestly, imo, WHM should never have HAD Stone or Aero in the first place. In most games, those are Black Magic, more rarely Blue Magic (or simply unavailable). Aero, for example:
White Magic in...: FF3
Black Magic in...: FF11, FF12, (also FF14 1.0 it was a THM spell), Mystic Quest, 4 Heroes of Light, Dissidia (used by Shantotto as well as Gabranth), Opera Omnia (again, Shantotto), Brave Exvius
Blue Magic in...: FF5, FF9
And is a Bishop and Sage ability in Tactics Advance.
...and if you want to expand a bit, Sora and Donald (both more Red Mages) in Kingdom Hearts can use their versions of Aero.
It's hardly a staple of White Magic, at any rate.
Similar story with Stone, though much less limited, it's been associated with White Mage in exactly one game in the series/expanded Square catalogue as far as I can tell, which is JUST FFXIV. Even in FF11, it was a Black Magic spell, and the one Black Mages started the game with as the lowest level elemental magic. To drive this point home, btw, Geomancers, Red Mages, Scholars (which, recall, had a "Black Mage stance", so to speak), and even Dark Knights could learn and use it, but WHITE Mages could not.
And in 1.0 - which IS still (mostly) canon - CNJ used all six elements, making them far more akin to Red Mages than to White Mages. It wasn't until 1.20 (not long before the game's end) that it became a Stone/Aero mage. Interestingly, both Stone 1/2 and Aero 1/2 became combo actions of the 1 then 2 of the element, with Stone 2's increasing damage and Aero 2's increasing accuracy, with the 2s being AOE when NOT used in the combo and converted to single target in the combo, if https://finalfantasy.fandom.com/wiki...IV_version_1.0) is to be believed. Meaning RDM's Aero2 is more loyal to 1.20s than WHM's in 2.0+ have ever been. (Would have been kinda interesting if Aero 3 had worked that way...)
So Stone/Aero are actually the ones that don't make sense based on the lore.
And you may doubt all you want - I always wanted WHM to be a holy caster and not a druid. It's one of the reasons I've long thought Geomancer should be added to the game as a healer, since it would actually MAKE SENSE for it to use earth, wind, and water magics (and possibly ice and lightning and fire...) where WHM doing so never did make sense.
...not to mention we have a Job in the game right now that DOES use earth and wind magic - Red Mage. Which is a complicated lore weirdness itself, though it makes some sense (it's a CNJ + THM + GLD/ROG, more or less, not a White Mage + Black Mage, since it was designed to not interfere with the aetherial balance of the world by using its own personal aether rather than that of the environment like BLM and WHM do.)
Again, there WERE people who wanted it at the time. Most had just given up and were jaded about it, like you guys are with healing overall.
Legitimately, plan to read this one later, but just wanted to poke a few things really quick:
1) Your sarcasm should have been directed at Askellington for the "sacrifice" comment, then. This is the kind of thing I mean when I point out you guys always dogpile and attack me and not each other. He was the one that introduced that language to the conversation, I adopted it to counter him, then you attacked me for the language instead of him.
2) Political example - No, it's not like that at all. It's like if 25% of people want to fund police, fire, health, and post respectively, but want their chosen one to get all the funds, and someone says "Why don't we just give each one 25% of the budget?"
3) It's odd that RDM uses high end White and Black Magic more faithfully than BLM or WHM. Though I will note that BLM at least DID use Flare as a high damage ability for a while, and does at several breakpoints while leveling. Found out (reading the above link) that Burst used to be a high end Lightning aspect spell belonging to pre-1.20 CNJ. Go figure.
4) Energy Drain - That as the reason people argued it had to be returned both times it was removed. While people here argue about skill expression, the overall community that wanted it thinks (or at least says they think) it's because of needing an AF dump. Which is why any SCH proposals I make have an AF dump that is just healing/mitigation related (either a barrier or Excog, for example). So yes, that's my take as well. And as for Bane - as noted, that's something I already dislike about ED. Why would I want more of it?
Hm...somewhat, yes. Not sure that's exactly right, but it's a start.
Why WHM or SGE? AST and SCH are already that, so why not have them perform that duty that they're already performing?
Not really, no.
Every Job will evolve to fit in with the combat system as it changes. If it doesn't change, then it's not really relevant. Evolve does not mean increase in complexity, though. It means shift to suit the environment.
That's...questionable. I think a better way of saying it is SOME Jobs have to. Most of the Tanks don't need to use half their kit for most content, just like Healers, and a number of DPS have things in their kits they also don't need to use.
If by "evolving existing abilities" means "adding effects" (for example, if Plenary Indulgence got a partywide 5% or 10% damage reduction effect for the 10 sec duration), then yes, I agree.
Because I don't like DPSing and DPS rotations. Never have. I like healing, and I will do simple DPS actions if there's no healing needed. The only time I like damage rotations is on a damage dealer, and if that's something that can be done along with healing. I don't generally derive enjoyment from DPS rotations, and the more complex they are, the less I'm likely to enjoy them.
I don't want Healers turned into "DPS, but uses oGCD heals". I'd MUCH rather be using GCD heals, and honestly think that oGCD heals should be removed from the game. This is, in fact, how FFXIV was originally, both in the 1.X sense and in ARR. Odd as it sounds, BLU (in particular) or RDM (in a more loose sense, if you're actively using it for healing and only dealing damage when no one's taken any damage) being used as healers is closer to FFXIV original healing than any of the healers that exist today.
100% agreed.
For my part, I don't even have opposition to them making SOME Healers have more of a DPS rotational function (SCH did in ARR), but they shouldn't all, so that people that don't enjoy that don't get forced into that gameplay they don't enjoy. If I wanted to play a DPS that occasionally heals, I'd play RDM. (And I do play RDM...when that's what I want to do).
Note that I basically proposed this in my WHM suggestion - making Assize a 30 sec GCD (possibly with 2 charges, but I'm fine either way), as it would do just that. We could honestly make it a 15 sec GCD and cut the potency and healing in half. Assize may have been meant to be an Indom equivalent when introduced, but it's used as a DPS ability at this point in time, so do that. Bonus points: You aren't (re)adding another button, so no bloat. And it's not like smacking Assize on CD every 45 seconds is interesting or "skill"; using it to break up the 111 spam would be a more productive use of the button overall.
As for the 1-2-3; I still think a Dualcast/Ready system would make more sense.
Agreed with this. It masks the "healers are bored since there's not enough healing needed", it doesn't fix that problem. And let's be real, people complaining about pushing Glare 84 times for 75% of their button presses are ALSO going to complain if it's Stone/Aero/Water 28 times each for 75% overall (25% each) of their button presses. That will be novel for all of one month (one tier tops) before people are asking for more and complaining about that, too.
Though for the record...I don't think Ruin 2 and Ruin 1 are interchangeable other than sorta Crystal Tower. 2 does less damage, it's just more useful for moving.
I do get you, though - too much button bloat means you just can't have everything on your bars. It's why I constantly talk about 32 abilities and how a Job should have 29 or so on average (with Sprint, LB, and potion for high end content or mount for normal play, that's 32 total, or two crossbar sets that you can swap between with a bumper tap on controller). Some having more is fine, others less. The idea that every Job needs more than 30 abilities is just silly.
BLU healer plays mostly like ARR WHM with some caveats. A pair of DoTs, some random damage CD, a dozen spells you never use, and 6 or so GCD heals and shields.
A bit ironic, that.
The "so much better than healers" gameplay is...basically what the Healer Jobs are right now, just the heals are GCDs.
Kinda supports what I said - remove all oGCD heals from the game. The abilities can exist, just they have to be GCDs. That would change how people view this in a heartbeat.
Last edited by Renathras; 08-24-2023 at 10:31 AM. Reason: Marked with EDIT
With a few small accommodations... yeah, kinda.
I still like having some oGCD heal options (such as via Aetherflow, ideally opposite both Energy Drain and Bane), and it's not the only way to deal with MP being irrelevant (there is absolutely no reason to only allow DRK MP costs on abilities), but just loosening the glut of Healers' output that can only be used on heals (especially, in such a low-damage-taken context that they make the earlier kit redundant) could go a long way.
This gets back to the fundamental question you still have yet to actually argue: Why would the matter of excess skill-ceiling be zero-sum?2) Political example - No, it's not like that at all. It's like if 25% of people want to fund police, fire, health, and post respectively, but want their chosen one to get all the funds, and someone says "Why don't we just give each one 25% of the budget?"
You have yet to give a compelling argument for why it would be. Why does others having more kit available to them for highly diminished and merely excess rewards, which you are not thereby compelled to use any more than the portions of your kit that are already optional (and are already not particularly used by most players)-- necessarily make the experience worse for those who want to use them?
If I don't want to go into debt, does my credit cap increasing force me to do so, or does the addition remain just as irrelevant as what came before?
If I don't want to go to college and would have enough to live a happy (if not, all else considered, happier) life without it, does it being available hurt me?
Does it hurt me that there are pro basketball players who can do far more than I can when I just want to have a bit of fun with the basics and that's good enough for playing the only people I care to play with?
WHM has its roots in CNJ in this game. yes it should keep them. It really doesn't matter what it is outside of this game. BLU in FFXIV isn't exactly BLU elsewhere and we can say the same thing of other classes. The devs made the choice to give it elemental roots and the vast majority of people weren't asking for those roots to go away. You still have people asking for it back. So yes, they should remain.
You don't want to fully channel Collective because there's no reason to do so. Its not a net loss. You still get the HoT if you end it early.
Again, there's no reason you have provided that Selene couldn't get a new affect. People didn't ask for her to be deleted. They wanted her to gain something new. Just like people weren't asking for Balance to become all the cards - they wanted the cards to be changed and improved.
There are plenty of times I cast Esuna and don't want free healing. Not overhealing isn't even just a parse. Its healing in practice. Doesn't matter if there's a number tied to it or not. Esuna should stay as a role action. And heals should trait upgrade. They don't need to be tied to Esuna and I don't want them tied to Esuna. Its a dumb change. If you want to make Esuna less of a role skill and more individualized to the healer then change how Esuna removes the debuff. Don't slap a heal on it and say "fixed".
Deploy is still fine. Especially if you make it more apart of SCH's identity where it can spread other things than shield and DoT. Broil 4 is still a dumb decision to use. "Just to break up spamming AoW" when its the only single target ability you're going to use to do so and only ONCE or twice at that? Again, either use DT, use AoW since its, y'know AN AOE ATTACK or bring back Bane or a new AOE to spread it.
Energy Drain being decoupled... is what some people want. And even you admit that. You aren't going to satisfy everyone with this change. Your best bet to fix this isn't your design, because it just moves it to the Fey Gauge, but encounter design. There's no winning here.
I don't understand what your obsession with removing Lustrate is. Keep it. There's no reason to remove it. Doubly so if you're going to replace it with Aetherpact. If that's your justification for "removing it" then why not just move it to the Fey Gauge? Because its not a fairy skill? I'd argue current Aetherpact isn't either.
Making Dia stack adds NO skill expression. At all. Does SAM's 60s DoT give it skill expression? No. Does WAR and RPR's stacking buff give it skill expression? No. All it does is give you more time to fit in other parts of your rotation (which is barebones on all healers and something a LOT of people want fixed) And worse, it also gives 0 engagement. Something that we want MORE of in the healing role, not less. Dia proccing a Misery or Assize or <insert random DPS button here> would be better for engagement.
Moving all the heals onto the GCD doesn't fix anything.
- It doesn't make healing more engaging.
- It doesn't fix healers in solo content.
- It doesn't fix the fact we have too many heals.
- It doesn't fix the fact that the healers are too similar.
- It doesn't fix the fact that some heals are on too short of a cool down.
- It doesn't fix the fact that encounter design is trash and our kit doesn't reflect it.
- It makes all healers feeling the same WORSE because everything is on the GCD and feels like WHM.
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
In isolation, perhaps, but there's no reason to assume it'd be in isolation. Removing free healing would be nerf unless it came with commensurate opportunity gains.
For instance, if that movement to GCD healing were to reduce a WHM's lv90 "free" (in reality: pre-allocated) healing output by 4000 free single-target potency and 2000 free AoE potency, then that's 8 GCDs each of Cure II and at least 2 AoE GCDs, which means that WHM's ppm would be due compensation across its GCDs, with a large portion of that (due to healing-per-moment bottlenecks and going from potentially zero opportunity cost to at least some 40+% of GCDs spent healing) ending up on healer attacks.
That in turn means you would see more deviation in healer throughput and gameplay according to their gear and familiarity with the given fight, even if not to the point of continuing never to touch a single GCD heal.
Moreover, that extra GCD involvement synergizes well with additional complexity added to offensive GCD actions, in that they create a combined cognitive load that is greater than the sum of its parts/halves when working together by having to make room for each other. The same goes also for MP management if we wanted to actually do something with that for a change (no, just bringing back its ARR presence/functionality wouldn't be much help).
Sorry to acktwally, but... kinda. Which is far more than can be said for anything permitted to stack its duration (e.g., Surging Tempest or Huton).Does SAM's 60s DoT give it skill expression?
The fact that it's 60s means that it can allow for myriad GCD tiers. It's also the only thing salvaging SAM's minute-to-minute complexities now that TG and MKSS both have 2 charges and are therefore pooled into the 2-minute bursts and everything else of note was pushed to a 2-minute CD directly.
By not being stackable, Higanbana still has a very particular window of use, and one which can easily invite mistakes the surrounding rotation leading up to it is mis-managed, since it obliges a particular state (dropping all Sen, ideally via Midare) exactly 3-4 GCDs prior (which is just time enough to regenerate 1 and only 1 Sen). Whereas any stackable element... just degrades to a maintenance buff that you cap quickly to keep out of the way for when you want the bigger damage/gauge gen of your non-maintenance combo.
A maintenance skill with a bundled situational utility (like Dia's instant cast) wouldn't fall to as low a skill floor as the likes of Surging Tempest and Huton, but it would also fall from a higher ceiling, ultimately being slightly more shallowed out proportionately, even if not to such a pitiful result.
I'm pretty sure my points still stands. Especially #2 and the last 2.
We can have oGCD heals, they need to be balanced accordingly (with fewer, MP-cost, and longer recast timers)
As for SAM, you know the class better than I do. But I still sit that it doesn't further engagement what so ever.
Dia shouldn't be 60, Dia shouldn't stack. You want Dia to be more unique than the other 3 DoTs? Imo have it do something else.
With AST for instance you could add a skill to prolong (Time Dilation still says Hi devs), or shorten for a detonate.
Dia as mention could proc something.
Different effects > differing durations is my point.
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
And with that, I'm completely done with you. You're so desperate for validation for someone to agree with your thinly veiled hatred of raiders and challenging content that you'll turn to a fresh alt that somehow understands the game and the systems around it to even less of a degree than you, openly feeling that the majority of the game should be left to rot (Which is actually the worst idea in this thread FYI) just because healing in leveling roulette can be a decent time (Which no one is disputing). And to top it off, at least you make some kind of an effort to back up your narrative on occasion, this alt won't even backup the age of the account with their achievements, let alone cite a single source for their various lofty claims.
Both of you love a good narrative and both of you will merrily sit in the flames whilst that debunked narrative is aflame around you. Figures you'd agree.![]()
Last edited by Sebazy; 08-24-2023 at 04:58 PM.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
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