congrats on 600 pages! :3
almost to 400 likes too
congrats on 600 pages! :3
almost to 400 likes too
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
It's not a matter of difficulty.
The more people know a specific piece of content the better they play, and the better they play the less you get to play Healer. And when you're not playing Healer, you're playing the Job as a DPS... And Healer DPS gameplay could be done by this
They could either make the DPS portion of the class better, or give them something else to do when not healing as the way they create fights the only conclusion I can make is that developers don't want healers to heal.
Something like - remove passive regen of job gauge and have the healer rotation be executed a certain way to generate job gauge. Although looking back on what I wrote - this might be an unpopular opinion.It's not a matter of difficulty.
The more people know a specific piece of content the better they play, and the better they play the less you get to play Healer. And when you're not playing Healer, you're playing the Job as a DPS... And Healer DPS gameplay could be done by this
They could either make the DPS portion of the class better, or give them something else to do when not healing as the way they create fights the only conclusion I can make is that developers don't want healers to heal.
You can strike about things - but what are you actually saying?
How's the strike going? Can't say I've noticed any differences on queues on Light DC though.
Personally, my biggest suggestion has been and still is to give Healers attacks that use the Job gauges and mechanics... Since without a need to heal, there's no way to engage with them in a positive manner.
SCH has Energy Drain, which at 100 potency kinda sucks, but it makes them one of the best designed healers as they can always make full use of all of their Aetherflows.
AST Cards, most of them suck. 3 of them are useless (Arrow, Ewer and Lady of Crowns) and 2 are situational at best (Bole and Spire). The only good cards are Balance, Spear and Lord of Crowns. So you're guaranteed to be able to play 1 or 2 card out of the 4 you get every 60 seconds.
But the two worst offenders...
WHM Lilies you need to wait for people damage to get any use out of your Lilies, and even then Assize and Tetragrammaton are superior alternatives to Rapture and Solace.
SGE you need to use Addersgalls to regen MP to spam more Dosis, even if there is nothing to heal with Druchole or Ixochole.
So through some experience playing pictomancer and getting a feel for it, I can definitely see and say where some things could be outright copied and applied to healers.
For one, the simplified (and optionally) one button rotation for gcd damage casts. For all classes that could very easily become a core staple. The next is that finishing the rotation procs something. For an example with white mage, I think it should proc another gauge slot up to 4 slots that could be held onto for an OGCD burst.
For Astro, I think something similar could be implemented but through the idea of wanting to play your hand in order to proc something that could be a card related OGCD move that deals damage. That might involve reconfiguring draw, but that’s a rough idea.
Haven’t thought of anything in relation to scholar and sage, but the same OGCD proc could be applied and themed around the job. Sch being fairy or fae based, while sage just makes me think of a shmup
I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
Last edited by itsnep; 07-02-2024 at 11:46 PM.
I especialy think its silly to tell me indirectly my voice doesnt matter when my points are true no matter how hard my opponent is.
The Astro Cards dont get more fun and diverse just because i do a Ultimate @.@
Besides that i still can tell if a class is fun to play or not, if a design feels good.
While this Strike is about Healers the increasing design problems of ALL Classes is a problem and deserve attention and i dont need a Savage pass or stuff that needs Third Party help to quantify to have a opinion.
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