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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    I did my own brainstoming and here is my opinion:

    healers should do less healing currently heals 100% from healer

    I would like to reduce it at most 60% other 40% can be managed by DPS and Tanks.

    healers can be in 2 different criteria:
    1- Casting wise: Hard casting (2.5 sec) , Soft casting (1.5 sec)
    2- sub role wise: DPS healer, Utility Healer, Debuff healer

    for example:

    White mage: DPS healer, Hard casting

    Scholar: Debuff healer, Soft casting

    Astrologian: Utility Healer, Hard casting

    Sage: DPS healer, Soft casting

    from there we can design not only 4 but 6 Healers
    (2)

  2. #2
    Player
    Kes13a's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2,842
    Character
    Etherea Stormaire
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Tunda View Post
    I did my own brainstoming and here is my opinion:

    healers should do less healing currently heals 100% from healer

    I would like to reduce it at most 60% other 40% can be managed by DPS and Tanks.

    healers can be in 2 different criteria:
    1- Casting wise: Hard casting (2.5 sec) , Soft casting (1.5 sec)
    2- sub role wise: DPS healer, Utility Healer, Debuff healer

    for example:

    White mage: DPS healer, Hard casting

    Scholar: Debuff healer, Soft casting

    Astrologian: Utility Healer, Hard casting

    Sage: DPS healer, Soft casting

    from there we can design not only 4 but 6 Healers
    why are you trying to help SE get rid of healers?
    (3)
    #FFXIVHEALERSTRIKE

  3. #3
    Player
    Chiru_Kai's Avatar
    Join Date
    Jul 2024
    Posts
    82
    Character
    Chiru Kai
    World
    Brynhildr
    Main Class
    Sage Lv 100
    The thing about healing, even in harder content, is that once things go well, there is nothing to heal. It's all planned out and you're just cruising through.

    You get so much healing power in order to correct mistakes. That's all it really is.
    But if nobody makes mistakes, you don't have to use your massive healing output. And that feels "boring".


    BUT, that is a catch 22: you CAN force healers to heal more just by default. But it also means that it reduces the room for error significantly and it will hurt a lot (and I mean A LOT) of groups in prog. Maybe you need a bit of a red pill but most groups, especially PF, and plenty of casual/midcore statics, do not have absolute mastery over their jobs and full understanding of all mechanics.

    This means that if there is more damage than anticipated, you simply do not have the healing resources to deal with it, as it's already taken up by predictable mechanics, and any mistake means death, and probably a party wipe in less than 2 mechanics after.
    This is stuff I would expect in ultimates, and I'd love it if they can make sure all ultimates get 0 room for error and a 100% demand for healing output even if there are no mistakes, because that's kinda what made healers mad.
    But I don't think you need this kind of 'strictness' in extreme or savage content. As someone who has done ultimates: you think you want it, but you don't *really* want that.


    The proposal to add more damage buttons is... cute but you have to realize that this will contribute to healer hotbar bloat. Will actually be a significant issue. This will also mean increasing the base HP of bosses with the assumption that good healers can keep up a damage rotation.


    How I would solve it?
    Counter-intuitively, by adding in extra damage if people play well. It's an "if nobody took extra damage last mechanic, then next raidwide does 10-20% extra damage" kind of mentality. Sounds mean, but it is kinda what is necessary to always have healers in demand.

    I would also add in a LOT more healer-centric mechanics like:
    - Doom / Doom DOT: if not full health by the end of debuff, player dies, or gets a heavy DOT that needs babysitting from healers.
    - 1HP raidwides: reduces the HP of ALL party members to 1, regardless of mits on them. (think Kefka)
    - Healing reduction debuff: sometimes, just add in a little heal reduction debuff on players, means healers have to expend more resources, or *gasp* use GCD heals, to get through the following mechanic.
    - More "akh morn" type of stack damage. Even if 'normal stacks' just hit 1-2 extra times Where healers just HAVE to mitigate and heal.
    (2)

  4. #4
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Chiru_Kai View Post
    The proposal to add more damage buttons is... cute but you have to realize that this will contribute to healer hotbar bloat. Will actually be a significant issue. This will also mean increasing the base HP of bosses with the assumption that good healers can keep up a damage rotation.
    Perhaps they could tone down the amount of useless buttons we have, or use their existing combo mechanics. Healing in this game is as easy as setting and forgetting a HoT in the majority of content.

    You can not tell me with a straight face that...



    ...is a vital component of the SGE toolkit.

    In fact, hell, since I gave most changes to SCH: Fey Blessing is a worse Indomitability (or ET + Concitation), with a cooldown twice as long, that can't even be used with Seraph. SCH does pretty well when it comes to abilities being useful, but Fey Blessing is next to useless in most situations.

    Quote Originally Posted by Chiru_Kai View Post
    How I would solve it?
    Counter-intuitively, by adding in extra damage if people play well. It's an "if nobody took extra damage last mechanic, then next raidwide does 10-20% extra damage" kind of mentality. Sounds mean, but it is kinda what is necessary to always have healers in demand.
    While I know where you're coming from, punishing players for playing well is never a good idea, and will inevitably lead to the unfun process of people trying to optimize out the punishment.
    (2)
    Last edited by NegativeS; 07-28-2024 at 08:17 AM.


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  5. #5
    Player
    GTK0HLK's Avatar
    Join Date
    Jul 2020
    Posts
    1,072
    Character
    Selene Halflight
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Tunda View Post
    I did my own brainstoming and here is my opinion:

    healers should do less healing currently heals 100% from healer

    I would like to reduce it at most 60% other 40% can be managed by DPS and Tanks.

    healers can be in 2 different criteria:
    1- Casting wise: Hard casting (2.5 sec) , Soft casting (1.5 sec)
    2- sub role wise: DPS healer, Utility Healer, Debuff healer

    for example:

    White mage: DPS healer, Hard casting

    Scholar: Debuff healer, Soft casting

    Astrologian: Utility Healer, Hard casting

    Sage: DPS healer, Soft casting

    from there we can design not only 4 but 6 Healers
    Tunda has some pretty decent ideas here that remind me of the concept i had been bringing up in some chats from certain respectably sized XIV Creators.

    Though my idea differs based on the Concept of the jobs being affixed to archetypes.
    Since it can be easlily seen in Melee Jobs. Their Duality within their Armor Type. and the Triad of Melee Armor Stats. (also the differences between Long and Shorter Casts. in Casting. Despite not being as true to either label)

    Which was the 6(T)/6(H)/6(M)/6(R)/6(C).
    6 of each role. Tanks, Healers, Melee, Ranged, and Casters.
    Each Role is divided into the overaching archetype.
    Be it Regenerative/Damage Tanks. Pure/Shielding Healers. Maiming/Striking/Scouting Melee. (Support?)/(Selfish?) Ranged. LongCast/(ShortCast?) Casters.

    Though the Archetypes may end up growing into Three.
    With Tanks Gaining a Defensive/Proactive. Healers get the Return of Hybrid healers. (Melee do not get anything new. Due to their Duality being almost perfectly Split between Raid/Selfish DPS. with the exception of DRG/RPR not really falling anywhere near to the Selfish Range) Ranged can finally become more specialized(fully being changed and known if they are support role. or if MCH is fully a Selfish DPS. Or Defensive/Vuln DPS). Casters become tricky with the unknown of how specific LongCast or ShortCast is within the Role. So the Third Type within being up in the air.

    But ill leave it there, and get more into the topic at hand.

    Since we have an idea of what the jobs Basic Concepts are. with some Pure in Healing, and others In Shielding.

    We can kind start basing off their potential Damage options. as a fun game.

    _______________________________________________________________________________________________

    WHM's
    are known for being Heavy Handed Unga Bunga with their Healing Potency.(as the Stereotype Goes.) With one of the best Aoe Skills in the game for packs of Mobs. But is restrained with the concept of Directly affecting the Allies or Enemies.
    Leaving only its Single/Dot/Aoe Damage buttons.

    I can only imagine a System that basically is the Sister of The Lily System.
    Though it may get messy, a Improved Lily System. Which offers back the AoE Dot. Though with Spending Resources on Damage. It gives you a Proc of using a new Healing Skill as well. (hence a sister to the lily system. yet inverted. Both Interacting. Keeping with the Idea that WHM's. just like BLM's, need to keep balance of their White Magics.)

    But what else can be done asides a AOE Dot?(more so when its usages are clearly limited by such a system.) Well, if they truly plan to diversify. They could add certain effects that help mitigate by "transforming" Mobs. Like AOE Sleep when it was a BLM Exclusive.


    SCH's
    have always been Shielding Healers. who with their Fairy Companions aid them in passive Single target Healing/Shielding.(or at least used to) who they gain the power of their Seraph Powered Fairy and provide excogitation, Fairy Regens. and a Bubble Zone.


    Recently we got a Follow Up to Chain Stratagem, with a damage skill. But that Yet, doesnt do much asides being another skill to be done after every cooldown.
    Scholars retain their Art of War(Gain 2), Dot, and Single target. (while Simple to just add a AoE Dot/Return AoE Dots to all healers. that hardly is an interactive way to deal damage.)
    Being The Tactical type, SCH's could gain a Skill that spreads a Debuff to mobs simliar to an Anti-Excog/Wildfire (with or without needing to provide constant Damage), and if it needed to have constant damage. Energy Drain Could simply provide increasing effect or damage. depending how many used. Becoming a Good Aetherflow Dump in cases of overcap.

    Will Return later for more idea. RL calls
    (0)
    Last edited by GTK0HLK; 07-28-2024 at 07:17 AM.