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  1. #11
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rithy255 View Post
    I don't see how adding Dmg buttons to healer would ruin the job considering you're going to use DPS a lot as a healer, that's the issue FF14 designs healers to do damage more often then not, even if that was somewhat changed with higher damage Pressing extra damage buttons wouldn't really effect how you heal.

    I think something like Astro cards make a expection to this because you're actively giving out DMG buffs while managing a lot more such as healing and your DOT, it adds a extra layer of what you balance compared to something like white mage where it's generally just mashing your DMG skill, even when healing its mainly to build up your burst attack, I think adding more to Healers Damage kit would actually help healers feel more exciting for most types of players and if that's something some healer mains dislike I totally understand, but why do we have 4 healers that all have a DOT and one attack, why couldn't their be some healers in the future with something more interesting and engaging in terms of DPS

    Personally I like tanks because of the utility and mitigation they bring, but I don't think tanks should only be about mitigating and holding aggro, I would want something else in terms of damage because it can be fun keeping up a rotation while using other skills.

    I understand the want for healers to be healers, but adding 1-2 extra damage skills to some healers wouldn't ruin what makes a healer a healer, I don't think healers should get full on DPS rotations either, but having more to do in down time from healing (the majority of gameplay right now) would at least make the job more enjoyable for me, as I tend to love support roles in games but ff14 healers are just really boring for me to play.

    I think what makes a healer fun would be balancing damage and healing output Spamming the same aoe or single target heal spell wouldn't be fun either and damage will always be apart of healers at the end of the day.

    The issue with adding more dmg spell to healer:
    The focus towards dealing dmg will be bigger and will evolve around that.
    I rather fight for higher healing requirements ( more to heal up) and more defined roles.
    Tank/Heal/DPS should depend on one another.

    Tanks are more similar to a dps by design:
    Becasue tanks are in their core design a melee DPS w/o positionals,
    with defensive tools at the side and "aggro management".

    AST have 6 possible dmg abilites at 90, i dont want 1 or 2 more dmg skills in my toolkit.
    However i'm up for reworking the ones we have :
    Stuff like added effect when used in a spesific sequence!.
    (few skills but with depths..and not to complicated/long)

    Im all for more options, SE could have created a new healer, that focus towards doing dmg to heal..
    But the issue is where to put that in..We're kinda locked into 2 pure healers 2 shield healers..
    (1)
    Last edited by Zeastria; 09-30-2023 at 05:22 PM. Reason: added more
    SCH/AST/DNC/VPR/SMN