Trying to kill anyone with 3 Regens + 3 Medica 2s is near impossible. I'd say make Regen/Medica unstackable.



Trying to kill anyone with 3 Regens + 3 Medica 2s is near impossible. I'd say make Regen/Medica unstackable.
I would personally love to see a change to MP consumption for healers. Healer for the most part has infinite MP. This really shouldnt be the case at all. There should be a risk/reward for either using big heals and defensive skills to keep group alive during big bursts or healing in a more sustainable manor but have a lower hps output.
On top of overall increase of MP on all skills, I would love to see flat % mp usage on Benediction, Sacred Prism, and Attunement. Probably around 30-40% MP usage.
Main problem with this is WHM and SCH interact with mp very differently. So you have to have fairly complex balance to not make SCH far ahead of WHM. Something like a MP ticket for when eos is out. This could add a entire depth to Scholar that never had to worry about mp management at all.
This have a reason "Overhealing" and it is x1000 You can continúe healing a full HP party member and this numbers Will count toward the healing output... Just sayingActually, healers are most certainly overpowered in general. Look at the stats screen at the end of any match and note how much they heal vs. how much a DPS class deals out. The disparity should be extremely obvious.
The moment you have healer-heavy teams on all three sides in Frontlines, you'll understand...
A simple adjustment that would prevent exciting (for the healers) but stupid (for the not healers) 4 healer party vs. 4 healer party standoffs would be that weird system from FF13-2 that aims to prevent stall-fests.
Forgot what the system is called. Anyway, you lose MAX HP as you take damage, recovered by ending the battle (returning to start or no enemies within 50y at any time).
Adjusting that system for FF14 may look something like this: (second part only applicable in frontlines)
Fire 1/ 2/ 3/ Flare - ... + reduces target MAX HP by 0.1/ 0.2/ 0.3/ 0%
True/ Vorpal/ Full thrust - ... + reduces target MAX HP by 0.2/ 0.8/ 1.5%
Bio/Bio 2/ Miasma/ Miasma 2/ Aero - (no additional effect)
Fester - ... + reduces target MAX HP by 2%
and so on for all skills. Can also used as an opportunity to buff skills no one uses in frontlines.
So the result is healer stacked teams will basically have a time limit to end the fight, since balanced/ DPS stacked teams will gain the upper hand eventually as MAX HP reduction stacks go out of the healers' control.
Last edited by Poringing; 07-24-2014 at 01:13 PM.
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