In an exceptionally roundabout way, I suppose they could be seen as such, but the fact they're adds that can't be AOE'd makes it so much more clunky to deal with them, having to ST heal them one by one sucks. Maybe now that they have the ability to make NPCs count as party members (solo instances/trusts) it'd work better.
In terms of what we have for ingame examples, the closest is DRK's Invuln, the effect of which can be written as:
'Grants Living Dead for 10s. Upon taking fatal damage while Living Dead persists, gives a heal absorb equal 100% of your Max HP for 10s. If any of the heal absorb remains at the end of its duration, you are instantly KO'd.'
For illustration, what I mean for Heal Absorbs (as it relates to a debuff on allies for a healer to deal with) is, quick paint diagram:
In this example, John Finalfantasy has a Heal Absorb for about 20k on himself, and various Barrier effects (Adlo, Divine Veil etc) for like 25-30k as well.
A heal used on John will first remove the purple section of the bar (the Heal Absorb), turning it back to grey (missing HP). Once the purple is fully removed, the healing starts affecting the grey 'missing HP' section of the bar again.
An enemy attack that hits John, as we know from current gameplay, would first take away from the orange (the barriers), and then start hitting the blue section (the real HP). The attack would ignore the purple section
Additionally, Heal Absorbs being a debuff allows for some of them to be designed as 'this can be removed instantly via Esuna'. As such, players would get a choice in how to resolve the mechanic: Is it more efficient to use healing to heal through it (eg if you have a DOT at the same time, WHM's LilyBell would be very good at clearing it), or is it better to Esuna the affected players? Target count also falls into this 'choice' factor, if there's 3 players out of 8 in a raid that got the debuff, is it worth AOE healing to solve it, is it worth just Esuna all 3, or is there a way to single-target heal them that makes THAT method more efficient (eg 3 Essential Dignities = one for each player, Benediction on one and Tetra on 2/3, etc)
Edit: You know how if you get a Barrier big enough to be 'more than your whole HP bar' it shows it as a small diamond? Well:
Same can apply here. John here has FOUR HP bars worth of Heal Absorb for you to get through before you can heal his actual HP bar!
(this is a hyperbolic example to illustrate how we can potentially have more Heal Absorb than our current Max HP. I would not expect the developers to make us heal 4 whole HP bars worth of Heal Absorb for one mechanic, we don't have the MP for it)
Last edited by ForsakenRoe; 09-20-2024 at 01:22 AM.
It is like every single job had healing so healing isn't as important as much
Like if everyone in this earth got 1 bar of gold.. gold will be lower value than water.
As simple as that.. keep healing hard to do or manage by non healer jobs and keep healing full capabilities with healers
If we want this accurate to the game John fantasy keeps spamming broil and uses all his aetherpoints on ED then kills his fairy to spam ED more while urianger is in the background spam healing everyone.
Maybe if there's a lot of incoming damage instead of 6 eds it's 5 with a sacred soil and a recitation Indomitability all while broil is being spammed and he refreshed the dot once.
John's got 10000 MP in the picture, but has some HP missing and a Heal Absorb applied to him, he's not a healer, he's some kind of DPS (or maybe he is a healer, but he's not doing very much spellcasting). Let's say he's a BRD like 1.0 WOL. He won't be clearing that Heal Absorb on his own with just Second Wind, it's not strong enough. I guess he could cleanse it from himself by using Warden's Paean thoughIf we want this accurate to the game John fantasy keeps spamming broil and uses all his aetherpoints on ED then kills his fairy to spam ED more while urianger is in the background spam healing everyone.
Maybe if there's a lot of incoming damage instead of 6 eds it's 5 with a sacred soil and a recitation Indomitability all while broil is being spammed and he refreshed the dot once.
All of ths is fine and all but..... maybe, before adding new mechanics, fixing the existing ones would be better no?
Just a though ^^
Depends what you mean by 'fix existing ones', like the idea of giving healers something to do via 'here is a debuff, you need to use Esuna to remove it' doesn't need 'fixing' per se, it functions as intended (maybe a better UI indication for it counts as a 'fix'). What that particular mechanic needs is not a 'fix', but moreso a case of 'SE actually remembering they've got it as a design element they can use'. Same with Interrupting casts as a Tank/PRanged, it doesn't need to be 'fixed' because it works, it needs to be 'used more often'.
But the other side of this is that we've had Interrupts in their current form since SHB. We've had Esuna-able debuffs since ARR (with the indicator coming in later). If they've not bothered to make good use of those systems thus far, then I don't see that as a reason to say 'we shouldn't get a new system', because not getting the new system doesn't necessarily translate to 'they'll make the current stuff more relevant'. They could continue to ignore the current stuff too (as shown with DT). At least with making a new mechanic, they'd have to use it somewhere in the expansion it's introduced in, because they want to show off the new thing they just made
In a way, one could say ForsakenRoe is suggesting for another debuff that can be removed with Esuna. The idea brainstorm of healing through it was for times the heal absorb gets plastered on 4 - 8 players.
The 4 diamond heal absorb on the tank would definitely scream Esuna. Although an 8 player raid one at one diamond will probably just be healed through with Assize, Afflatus Rapture, Earthly Star, Celestial Opposition, Indomidability, Sacred Soil, Kerachole and Ixochole. Although the WAR dealing with it, I am not sure.
In general a Status being Esunable should be the norm not the exception.
Exactly. For some healers, powering through the healing required would be the best choice, due to having so much available healing. In other situations, it might be preferable to Esuna the debuff off. It allows for more player agency in how to handle the mechanics, rather than everything being 'this is what it does, this is how the devs say you have to solve it'In a way, one could say ForsakenRoe is suggesting for another debuff that can be removed with Esuna. The idea brainstorm of healing through it was for times the heal absorb gets plastered on 4 - 8 players.
The 4 diamond heal absorb on the tank would definitely scream Esuna. Although an 8 player raid one at one diamond will probably just be healed through with Assize, Afflatus Rapture, Earthly Star, Celestial Opposition, Indomidability, Sacred Soil, Kerachole and Ixochole. Although the WAR dealing with it, I am not sure.
The issue with ideas like this though, that open up design space for the devs to use for raid/combat mechanics, is that it requires the devs to actually make use of the idea once it's implemented. And we can see from the concept of 'Interrupts', that they would likely see people failing to deal with the mechanic (or purposely ignoring it) and then either phase it out of use or vastly lower the 'penalty' for failing it (EG not Interrupting Hermes gives him a damage buff, but it doesn't matter because tanks are so tanky). When was the last time we needed to Bind or Stun or Interrupt in a Savage Raid? E8S Adds? I don't remember a single time that Interrupt was needed in all of Pandamonium, let alone the CCs
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