Introduction
Before I share my suggestion I will ask, please read whole thing. before casting judgement. I do speak a lot of languages English has always been the hardiest to master. so, if missing few words misspelled. I'm really trying my best when writing this. thank you for your time.
Healers as a Whole
There be Zero harmonization with my suggestions other than Role Skills (Watch also give an overhaul with a feature allows players gain rank like in pvp but way different you gain rank. experience by playing your job and doing actions with your job playing your job as well as get fancy new class icon. when rank you get select 1 trait out of 3 abilities per rank that would enhance that 1 role ability for better performance to your liking. like swift-cast- now has 3 charges or sure-cast - now will grants 100% crit to next ability you cast. these are just rough idea of the direction not set in stone. each class have total of 30 role skills each one be heavily looked at and balanced meaning total of 10 ranks per role you so choices won’t be forced upon you try our best metas not to form. that not punished for personal preferences.
Where is my Staff White Mage is completely changed. instead of wearing a staff now you wield - a lot different types of maces, hammers, wands. frails and shields do not worry if already done relic quests you won’t need do so again. you simply trade in old for new. and they try our best make shield and hammers look absolute stunning visually pleasing to all white mage players
White Mage/Conjurer Story
White Mage/Conjurer Story is completely re-written voice acting now introduced into class quests instead doing them every 5 level at level 1 you do them every 10 levels rewritten lore will explain things that has not every been explained in game only made by player theory . like where did white magic come from where it started every 10 levels you gain nice rewards. gil. exp and ability so double down on importuning doing them.
White Mage Personal Limit break 2 as you all know in limit break system is getting a complete overhaul - no longer be 3 stages of limit break. there be a group limit break watch is currently (limit break 3) and individual limit breaks
White Mages Limit break 2 - Benediction (benediction no longer an ability but limit-break) very similar to limit break 3 not only does it heal someone for 100% of there health now it also raises them from dead with 100% health no res sickness. only difference is it not an aoe. can use it more often
New White Mage
Cure Spell Changes All Cure Spells don’t share global cooldown. have 1.5 cast time. all single target unless under the effect of majesty the trait. only cure 3 and cure 4 have regen effect attached to them. (cure 3 as we known it for years is gone all these spells function same way exception of cure 3 and cure 4 have range healing potencies as medica II and Medica III there regen effects stack
cure 3 and cure 4 will function like medica II and medica III however you no longer have any medica spells from now on if don’t mention a spell then you can assume its no longer apart of the white mages kit. will lost a lot of abilities to make room for the new utility and damage spells
Assize, Asylum Lily System Lily Single Target Heal Aquaveil. Divine Banson white regen mage gap closer Bell and pom healing all staying tetra all staying rest in garbage
White Mages Unique Damage Rotation White mage feel very similar to red-mage when comes to mobility you be able to bop and weave from melee to range effortlessly in fact it can be argued that you do it more often hence better then red-mage
White- Mage - Cleric/Healer Stance Cleric/Healer Stance is one button when switch to cleric stance you gain access to a melee combo. and your glares don’t have global cooldown nor will they have cast-times and use them weave in-between the melee rotation this two button rotation splits 2 different directions looks like this
rotation look like this now when in close range -
Cleric Stance - Increases the physical and magic damage you deal while in close range
Healer Stance - Increases the healing and double durations of your spells
Shining Strike - Glare - Seraph Strike - Gains the Judgement buff - (Instant Cast Holy with 10% more damage or instant cast glare with 30% more damage) judgement buff consumed you gain a majesty stack (this majesty stack can stack infinitely
In Healer Stance - Your DPS is classic glare spam and Dia so your constantly twisting
White Mages Gap Closer and New Disengage white mage now bob and weave ever effortless gap closer and disengage is the same button however have 2 different cooldowns between uses
Majesty Majesty you get at level 10 not only its trait but its ability when you consume majesty stack you turn "Any" single target ability you own into aoe. whenever you use blood lily use misery you gain 3 majesty stacks when use lily to heal you gain 2 majesty stacks
you want Dia hit muiti targets boom majesty it wants lucid dreaming hit other healers in your party boom want to share presence of mind to everyone in your party want put divine benison or aqua veil whole party. what turn any of your cure spells into jaw dropping healing aoe bombs you can when it comes to healing numbers white mage will be superior every other way no longer be meta where astro will heal more than white mage. however, astro will be completely different have its strengths that you won’t have
as long as the ability only effects single target you can make it into majesty spell
also new damage spell
Banish/Water Banish/water has 1 min cool-down has 280-560 potency off global cooldown. inflicts status effects, damage down (3%). damage taken up (3), slow, silence, paralyze, heavy for 8 12 seconds this also effected by majesty
Touch of Nostalgia Protect, Shell, Haste, Reflect. Blink all on the table for possibly additions to the new white mage watch is very discussion heavy would do vote for what white mage spell they would prefer in their utility slots sorry dev team Yoshi-p need to understand your players the players that supported square soft and final fantasy games. You can’t expect a dps main to understand needs and wants of a healer wants i think should do this anytime you want to add or remove spells. have your player base. cast votes on the abilities concepts you wish to add. so they feel they are apart of games dev in long term. create less issues and player base feel that you listen to them somewhat doing this once a year or survey this would easy alot tension form dev team and player base
I thank you taking your time read my suggestions even if may be hard to read. I am on side do not support heal botting any shape or form i strongly has no place in any mmo. I am a known final fantasy 11 vet don't think people realise what they are asking for when they just want sit to do nothing press 1 button all time even when this game at its core is against any type of healing that you mean tank does there job will never need a heal ever. on side of giving healers more things to play with in their kit then damage and healing they deserve better this
finding it hard to balance is and excuse made that excuse with blue mage. did it to summoner both new and old. its time stop being lazy go full out make it or break it class design . sure your gonna have players hate it there always gonna be someone out there hating that just way of internet
Every Healer should have its strong points. and weak points this design makes good gameplay. even thou in the math white mage deal more healing and more damage than astrologion in this kit. astrologion gain things design changes where that doesn’t matter all that much. cause in there in there own lane. there masters in the lane. like white mage is masters in there that white mage doesn’t come close white mage leaning towards more traditional healer type or a cleric with cast times where astrologion feel be more burst instantaneous spot healing or machine gun healing i like to call it
Best in slot healer design should stop. or cant clear content if don't have so and so job in your party this way of thinking needs to die. what should determine if players are good or not is player skill not the job they choice to play final fantasy 11 had this issue for years it needs to die and die hard in 14
It’s like comparing shotgun to an assault rifle.
Final Fantasy Lore White Mages always been somewhat melee damage focused even if they didn’t do much damage. they always had outside force of damage. very first white mage in whole series prim weapon was a hammer. ff4 rosa was a bow so on only in ff7 when healer of group started using staffs even in ff11 white mage preferred weapon was club cause of lots of benefits it gave having shield meant we little more tanky it wasn’t strongest weapon in game it didn’t need to be effect hammer dps was awful at best but i enjoyed it
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this is why healing community is mad. you give them no other opinions but to heal or damage and damage opinions you offer is boring that needs to change specially when this game based on damage. most healers want to heal. they want to support feel like have purpose. you took that purpose away. don’t get me wrong don’t expect white mage become melee powerhouse anything that’s not what we do. but be happy small amounts of damage adding up giving us more fulfilling damage rotation
also i dont want hear the excuse that you unable to make the spell "Silence" work in this mmo are telling me the great minds of squire enix has fallen this bad that cant make basic buffs or basic status effects commonly used by white mages added to 14 I strongly doubt that. you took out all status effects, and buffing abilities out your game. made healers 91% healing and 9% damage. think this is peak game play. your dev team is so wrong reason why those status and buff spells existed in your early games you are failing to acknowledge it is why players partly unhappy with your class design. Slow, Paralyze, Silence It had its place.
they are capable much more then what we have been givin that is the truth