
It's no problem. I had also been caught up in the trap too when I was transitioning from Heavensward to Stormblood and Shadowbringers. For some reason, I did not see Afflatus Solace when it first released. I did notice Afflatus Rapture, though. I kept looking over time since it didn't make sense to have lilies if there was really no spell using it for the lvl 52 ish gap >.>
My previous experience also came from solo FF games and Warcraft. The Druid spell Wild Growth as the equivalent to Medica 2 was used on cooldown a lot more often since there was enough damage thrown at the party to justify it. I still overhealed a bit since it was their mechanic to throw out a lot of HoTs to heal.



I think it's not right to spread that Medica II/III is a trap. Its actual purpose is a safety net.
If you're about to be hit by a multi-hit stack and want a safety net of a constant heal on everyone, you pop a Medica II/III. If you're comfortable enough to drop everyone low then burst with a Plenary-buffed Rapture, then you can do so.
I think we should stop teaching newer players that things that lose you damage are traps, that just breeds terrible healers who refuse to hardcast a raise or cast a GCD heal on a DPS that made a mistake because it would lose them personal damage. Everything in the kit can have a use, whether as a safety net, a prog tool or a niche recovery tool like Rescue, it just depends on your own mindset and how much safety you like in your gameplay.

I'm a bit confused about your bottom paragraph, Aravell. For the safety net reasoning, I won't yell at the player for using it just in case of uncertainty of unfamiliar mechanics and / or party gear strength towards the dungeon at hand.
I was discussing what healing tools end up being most efficient to use. When it comes down to it, Medica 2 / 3 and Regen along with the equivalents for AST usually end up being middle of the road. Not just because it uses GCDs that DPS tools use, but also because of the mana usage. Apologies if the mana usage intent reason wasn't clear enough from me. There was even a time on SGE I used Haima on the tank for extra safety on a final boss so I could hard cast a raise (Egeiro?) on the dead DPS with no worries. I believe the boss wasn't doing any AoE damage at the time, so the Eukrasian Prognosis wasn't needed yet. We gotta remember that raising players is thirsty on mana, so teaching the new players to be mana efficient can also help with this. I understand WHM may have a little less issue with this due to Thin Air again, but we don't always have one with us.



Literally any ultimate with a heal check.
No idea why you're talking like you've done all the content in the game when Medica 2/3 is one of the best healing spells in the game due to it being a readily available 20 yalm regen that pairs flawlessly with plenary allowing you to top most anyone if not the entire party at the cost of a slight mana increase to medica.
Edit:
For clarities sake for new healers when dealing with medica and medica 2 specifically there is no initial difference in healing potency between the two spells.
The reason for this is because by the time you finish casting another medica 2 you will have gotten at least 1 regen tic from medica 2.
If you were to use medica 2 3 times in a row you would end up with 1,200 potency at the 3rd GCD after the 3rd tic of the regen.
Because you keep refreshing it you'll end up with a total potency of 1,950 if you were to stop at 3.
If you were to use medica 3 times in a row you would end up with 1,200 potency.
If you were to use medica 2 1 time and medica 2 times you would end up with 1,500 potency at the 3rd GCD after the 3rd tic of regen.
The difference between the spells is 100 mana and 5 yalms.
5 yalms is a big deal, it's the difference between 0 and 1, between healing someone and the entire party dying because you didn't want to over heal and spend 100 more mana.
So what you're considering isn't mana or potency necessarily but range, range that allows your party to ignore the restraints of healing, though that's not such a big deal anymore.
Last edited by Nethereal; 11-08-2024 at 08:36 PM.


Exactly this, Medica 2 is equal to Medica 1 after a single tick. It is for this reason, I advocate for merging Medica 1 and Medica 2, such that at level 50 (or ideally, move it down to level 30), you go from 'Medica 1, which is 300p' to 'Medica 2, which is 300p, plus 4 ticks of 100p'. Just shorten the HOT by 3 sec, add the potency of that tick that was removed into the base cast of the spell, and that allows M1 to upgrade seamlessly into M2 (and then M3). The same applies to AST's Helios/Aspected Helios
Additionally, because it is THE Final Fantasy healing action, I advocate a trait for WHM with the effect 'When you have Medica 2/3's HOT effect on you, Cure 3's MP cost is halved'. So you'd do M2, then up to 4 Cure3 casts at 750MP each. This would be good for newer players as it'd allow them a very powerful 'spammable' heal, the numbers are big from Cure3 so it feels meaty to use, and it teaches them to put up a HOT first, which then might lead to them noticing 'oh actually the HOT can handle the healing on its own, I don't necessarily need to use that many Cure3'
I don't really see the point in punishing players for using a single, quick X potency heal without having first used the slower X+Y potency heal. That seems like that's just devalue ability to estimate incoming damage and C3's capacity to, say, heal a weak but short White Hole mechanic without needing oGCDs (so long as the team stacks). I don't want heal combos or arbitrary need to save something for after the very thing most likely to make it redundant.
If the problem is button count, then just allowing Medica (and perhaps M2) to center on others and deal double the initial (or an additional 400p) healing to the target and those within n yalms seems a plenty iconic capacity already, saving just as many keys without the loss of choice in timing.
Meanwhile, I'd go the opposite way for M2, reducing the initial potency and shuffling that into ticks, perhaps via some indirect benefit (say, overheal ticks increase maximum HP for the remainder of the original M2 cast's duration). That way there's still a measure of choice.
Else, if you really want a unique but button-dense approach, just extend off WHM's conjury theme and introduce some related traits that can spread and/or duplicate-over-time their overheating. Perhaps even allow them to convert the HoT to other things (say, by allowing Benison to absorb incoming periodic healing up to X% of target HP) and/or apply brief buffs to allies that would incentive bursting a heal off of one vs. another, etc. perhaps do so only off of crits, with some heals having higher crit chances than others or ramping their chance towards a guaranteed crit and giving a bonus to a(ny) other heal once they Crit, etc.
Heck, have healing potency done (perhaps taking the best recent per target cast) briefly increase your Offensive Magic Power so that you can seed a Regen or empowered Cure II just before a burst damage phase, while Wind spells in turn can increase access to early cast completions for healing spells or access to instant heals (say, by having each tick reduce Cure's cast time by .1 GCDs, etc, as not to need the Afflatus buttons and to be more distinct from SGE.
Last edited by Shurrikhan; 11-09-2024 at 02:43 AM.


What punishment? You'd still be able to cast Cure 3 without applying Medica 2 beforehand, and it'd cost the same MP cost that it currently does. It'd only be as 'punishing' as it currently is, that's the baseline, the 'half MP cost' effect can only be viewed as a bonus. And WHM is the healer that has Thin Air, so in those cases where 'you want to use Cure3, but not Medica2 beforehand (EG you need the healing right now)', that supposed 'punishment' of the MP cost being higher, can be easily avoided
The trait is intended to, among other things, give Medica2-Spammers an incentive to not spam Medica2, given that it'd have a boosted initial potency. If they're going to spam a spell that costs a lot of MP, I'd rather try and guide them to use one that costs 750 and heals for 50% more, rather than the one that costs 1000MP, if only to slow down how fast they run out of MP.
I'm failing to see how the trait I suggested can be interpreted as anything but a positive, when compared to the current forms of each of the involved spells
The idea of 'Medica 1 deals double potency to the main target' kills Cure2 as a button (they're both 800p healing for 1000MP), and 'Medica1/2 heal in an AOE around the target' encroaches on Cure3's territory (with added range). I don't agree with the idea of replacing the Cure spell line (something that has existed in FF since the start) with Medica (something invented for this game)
Last edited by ForsakenRoe; 11-09-2024 at 09:01 AM.
So long as MP is intended to some day have any meaning and the ability to do X is balanced around, any bonus for doing X is a punishment for not doing X.
If the bonus for comboing or punishment for not comboing is to be almost wholly irrelevant anyways, why bother? If they are to be relevant, why push their bundling, given that doing so will for most players just reduce skill expression (only very few noting in what few circumstances they could get away with just C3 without also being able to wait until they could M2→C3).
This would be like Dia or Regen granting further potency to each future attack or heal enough that, by the second follow-up action, it always eclipses the value of not using it. Such habituates routine action, detracting from the particular circumstance, all while adding an unnecessary bit of convolution. Yes, this is MP instead of potency so we don't know without the imagined context whether it will be important, but it ultimately either will be worth worrying about (in which case they mostly get bundled) or won't. Though not so badly, it still would follow a similar trend.
That's all. It's nothing glaringly bad. I just don't see the point for it compared to just having the direct heal be competitive baseline instead of only as a replacement for a second cast (forcing a bundle).
As for my own off the cuff counter suggestion...
"Double potency" to targets at the AoE's center was spitball; sorry for the rushed post. I meant only you could just have Cure 3 also heal with falloff beyond its normal range, forgoing the need for M1 and increasing available skill expression via target selection.
Doing so creates the same button reduction without removing any control between HoT and direct healing for AoE. Rather than reduced skill expression, one would be obliged to engage with more of it (since you'd always have targeting consideration in C3-replacing-M1).
Last edited by Shurrikhan; 11-10-2024 at 02:27 AM.



Well, we got a feq days before the full patch notes. I just find it humorous that of all the things that they are focused on for this patch, it's healer mp.
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