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  1. #1
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88

    Lightbulb Fix healer engagement by healing the enemy (not a joke)

    I don't think healers will get a fundamental change in design, nor does it seem like self sustain of tanks will be changed. The most productive question may be: how can we increase the cognitive load of the healer job in normal/non-heated combat, within the current design?

    Since it doesn't seem like healing demand will increase for our teammates, my suggestion is that we should start healing our enemies instead. Well, more accurately, anti-healing them.

    Here's how it would work: All it would take is 1 GCD for each healer. This GCD applies a debuff to your enemy target that "marks" a certain amount of hit points. While those marked hit points remain, they take increased damage. Once that marked amount of damage has been dealt, the debuff wears off.

    For pure healers, if you cast the anti-heal ability while the previous debuff still has marked hit points remaining, those marked hit points simply increase UP TO the amount of a single cast. So you can't stack more marked hitpoints than one anti-heal's worth, you can only refresh/extend it.

    For shield healers it should be riskier. If you cast anti-heal while marked hit points still remain, that cast is completely wasted. No additional marked hit points get added. This means they have to be extra careful to only cast when there's no prior marked hitpoints active. The higher risk should be rewarded with better damage amplification.

    Why do I think this works? Well, it doesn't seem to violate the existing healer patterns SE seems determined to keep. Yet it significantly raises the healer skill ceiling and cognitive load (in comparison to how it is now), even in content with low healing demands. Healers will need to be more alert during burst phases (which is where most other jobs get their challenge from - aligning burst windows). They'll need to cast this GCD more frequently during burst and anticipate when burst begins and ends to time the anti-heal optimally.

    Besides that, I don't think this would be too disruptive to existing balance since it can be tweaked through damage percentage adjustments without changing how encounters fundamentally work. Though this maybe up for discussion.

    This also fits the job fantasy themes, for example:
    White mage: Corrupting or weakening the enemy's natural vitality - the opposite of their nature magic healing
    Astrologian: Placing a malefic star or curse upon the enemy that draws misfortune when triggered
    Scholar: Applying a strategic biolysis-like compound that makes marked tissue more vulnerable to subsequent attacks
    Sage: Injecting harmful nouliths or toxins that make the enemy's body more susceptible to damage
    (0)
    Last edited by SamRF; 06-09-2025 at 04:12 AM. Reason: Put the core idea in bold

  2. #2
    Player
    Bad_Luck's Avatar
    Join Date
    Sep 2013
    Posts
    176
    Character
    Bad Lucky
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    TLDR give healers more attacks
    (2)

  3. #3
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,163
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by SamRF View Post
    White mage: Corrupting or weakening the enemy's natural vitality - the opposite of their nature magic healing
    Astrologian: Placing a malefic star or curse upon the enemy that draws misfortune when triggered
    Scholar: Applying a strategic biolysis-like compound that makes marked tissue more vulnerable to subsequent attacks
    Sage: Injecting harmful nouliths or toxins that make the enemy's body more susceptible to damage
    None of these are "healing the enemy."

    Healing is restoring HP, applying barriers/shields, applying mitigations, applying buffs, removing debuffs, and the like.
    (2)

  4. #4
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    767
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Marauder Lv 88
    Quote Originally Posted by AmiableApkallu View Post
    None of these are "healing the enemy."

    Healing is restoring HP, applying barriers/shields, applying mitigations, applying buffs, removing debuffs, and the like.
    Quote Originally Posted by Bad_Luck View Post
    TLDR give healers more attacks
    Maybe I'm stupid but I believe mechanically speaking this is more like healing than your average dps ability. It's effectively a buff to your allies, and the way it's applied requires timing based on the enemy's health, and thus based on incoming damage. It's inversed healing. Thematically it's more in line with dps abilities, but mechanically it follows healer patterns. That's all I meant.
    (0)

  5. #5
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    607
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    (1)

  6. #6
    Player
    Sabey's Avatar
    Join Date
    Feb 2016
    Posts
    8
    Character
    Sabey Tee
    World
    Cuchulainn
    Main Class
    Archer Lv 90
    Cleric Stance!

    I thought Cleric Stance was hard to deal with when it was still around, but what it does is toggle the type of damage you do against the enemy. In Cleric Stance you did more damage to the enemy, at the cost of nerfed healing for allies.

    So what I think lines up the most with your desires is: reinstate Cleric Stance.

    Healing roles won't feel like a complete chore to do damage. And since it's toggleable, you get to decide when the punch up happens for burst damage. And when healing time in a fight comes back, toggle back to normal stance.
    (1)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just make it an typical extra attack, independent of others. Why purposely make it usable in solo play?

    I'd be all for adding some undead enemies that we can heal to (un-un)death in some side-content, but that should leverage the actual healing kit rather than just making a needlessly wonky use of what amounts to simply an extra offensive action.
    (2)

  8. #8
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    664
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Sabey View Post
    Cleric Stance!

    I thought Cleric Stance was hard to deal with when it was still around, but what it does is toggle the type of damage you do against the enemy. In Cleric Stance you did more damage to the enemy, at the cost of nerfed healing for allies.

    So what I think lines up the most with your desires is: reinstate Cleric Stance.

    Healing roles won't feel like a complete chore to do damage. And since it's toggleable, you get to decide when the punch up happens for burst damage. And when healing time in a fight comes back, toggle back to normal stance.
    If They bring that back, l am just going to throw it out of the hotbar and ignore the small dps number l see on my screen
    (0)

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,347
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sabey View Post
    Healing roles won't feel like a complete chore to do damage. And since it's toggleable, you get to decide when the punch up happens for burst damage. And when healing time in a fight comes back, toggle back to normal stance.
    How is it not a chore to also constantly have to toggle a stance on and off for DPSing?
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Sabey View Post
    Cleric Stance!

    I thought Cleric Stance was hard to deal with when it was still around, but what it does is toggle the type of damage you do against the enemy. In Cleric Stance you did more damage to the enemy, at the cost of nerfed healing for allies.

    So what I think lines up the most with your desires is: reinstate Cleric Stance.

    Healing roles won't feel like a complete chore to do damage. And since it's toggleable, you get to decide when the punch up happens for burst damage. And when healing time in a fight comes back, toggle back to normal stance.
    That's not how Cleric Stance worked or anything like Cleric Stance would work if "reinstated", though.

    You get balanced around it anyways, so it's purely a way to deal a quarter your usual healing if you started dealing more than a quarter damage within the last 5 seconds and costs you an oGCD gap every time you want to swap between healing or attacking. Add to that how it is crippled by ping or packet loss or SkS or even just the poor server check rate and you've got a mechanic that exists only to add bloat that disproportionately hurts players further from data center host locations (and, to a lesser extent, from Japan regardless).

    There was no "decision" to be made between doing normal damage and doing a quarter or less of it. Even if you continue to leave the stat portion out, leaving only the -20% healing for +10% damage, your damage would still be tuned around that +10% damage and your healing around the normal healing, while the only added control (rather than mere ping check) it'd offer is to skills that deal both damage and healing simultaneously (Assize, Earthen Star, Pneuma, etc.).

    If you want more palpable choice between damage and healing, the simplest solution is just to increase healing requirements such that they actually tax our GCDs and increase healer damage commensurately. And if you want damage to be less dull, then that's equally improvable by adding offensive actions (the more cognitive load the better) and adding inadvertent interaction with heals (e.g., short DoTs, MP-efficient heals, and HoTs fighting for space, such that the better one knows a fight, the more damage they can put out while still keeping everyone up and not going oom).
    (2)

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