I hate to say this but we already have something like this in FFXI called Dancer, where under Drain samba the part of the damage that the party does to a mob is return as HP back
I hate to say this but we already have something like this in FFXI called Dancer, where under Drain samba the part of the damage that the party does to a mob is return as HP back
Age of War
I really like this! Hope that developer consider this
I also played Disc Priest and I like it also.
Only thing I am wondering is...
How would this healer work with the others? Like there are 3 healers right now and we add a discipline-like healer for the 4th...it would need to be balanced very carefully to make sure it was not overpowered compared to other healers...like I can see it now raid groups only taking this new healer and SCH while WHM and AST get backseated and no one wants to take them since this new healer can DPS a lot and heal simultaneously. This game isn't like WoW when it comes to battle so I just don't know if it can be added properly, but I do like this type of healer.
IMO, if the heals that come off of DPSing was merely equivalent to say, Eos, or thereabouts, I think it would work quite well as a scholar replacement.I also played Disc Priest and I like it also.
Only thing I am wondering is...
How would this healer work with the others? Like there are 3 healers right now and we add a discipline-like healer for the 4th...it would need to be balanced very carefully to make sure it was not overpowered compared to other healers...like I can see it now raid groups only taking this new healer and SCH while WHM and AST get backseated and no one wants to take them since this new healer can DPS a lot and heal simultaneously. This game isn't like WoW when it comes to battle so I just don't know if it can be added properly, but I do like this type of healer.
Yeah that would work. I was just wondering because right now in WoW Disc Priest healing through their DPS is pretty potent so if converted to this game would be broken I think lol xD
Rift mmo Chloromancer operates in a similar manner.
http://rift.wikia.com/wiki/Chloromancer
It's a class based on nature elements, with healing generated via damage. I find it a really good and interesting class to play, and one of my favourites in that mmo.
In Rift there's a class called the Chloromancer that works closer to what the OP described. It's the mage healer, and heals are based on a % of the damage done. You can pick a player and also boost the heals it produces on that player, so the tank will get the bulk of the heals while the party gets a smaller amount.
I, personally, enjoyed the original way the Disc priest used to work back during Vanilla WoW/BC. It was a very shield based healer, focusing on mitigating damage and then dropping heals once that damage was mitigated. In that respect, Scholar fits most closely (which is why I play one).
Based on this new description of a Disc priest, I'd say a new class would probably be needed, as it is closer to Rift's Chloromancer.
No, devs of this game hate hybrids.
When Warhammer Online was out, they had two melee healers, the Disciple of Khaine and the War Priest of Sigmar. They only had one or two ranged heals, a PBAoE heal and the rest were done by damage as I remember. I loved those classes.
Didn't they add librams/chalices to get the WP and DoK to generate their resources from distance? I could have sworn that when those two classes came out people complained about not being able to heal from a distance like a traditional healer.
Non-sequitur:
I'd probably say healing, but only in select cases. For example, Medica could affect everyone in the raid, but Medica II could be limited to party because of the HoT effect.1. To what extent do you think we'll need to open up raid options? E.g. should all healers be able to raid-heal to some extent — which, if not very well tuned, could allow you basically one to three healers in a 24-man raid. Which party utilities, such Shadewalker, Eye for an Eye, Apocatastatis, or even Aetherial Manipulation, should be able to target non-party members — this perhaps having the further issue of troll Shadewalkers and/or a chosen tank never having to deal with issues of enmity. I'm sure there's a point of balance that could make all that work, but it might require some small raid adjustments as well.
Stuff like buffs is trickier, since several of them don't have built-in limitations. What comes to mind on that end if stuff like Battle Litany, which is a strong buff but could realistically cause raids to have several DRGs to rotate the buff if it were to affect everyone in the raid.
The Limit Break bar is something that I have not considered but is also important, since they'd have to change how LB is generated (for one because you'd need a big LB bar instead of 3 LB bars like what is seen in the current 24-mans).
I'm...not sure what you're trying to ask here.2. If diversity and complexity was opened up into more universal means, such as introducing "by name" mechanics or traits snip, would merely seeing your job's traits as a collection of universal mechanics, though now with potentially each job set of traits and each ability tooltip able to support more complexity with less text (unless expanded, e.g.: <Symbol for Drain> 25 | "Drain 25" | "Generates self-healing equal to 25% of damage dealt"), make jobs seem somehow less unique (or just, more clearly so?).
I'm not sure why anyone would want that, but while this would work in the original Armoury System (because class design was very open-ended), you do run the risk of everyone being "nothing". Sort of how the "Bare" class in FFV was basically the "best" because it could equip any and all job actions and traits.3. If cross-class traits were expanded, allowing for collections of, let's say traits, but that process allowed for more obvious collection of personal favorite, job-desired, or encounter-desired traits, would jobs feel less unique for being able to choose them. And if so, is that worth it for an increase in character freedom?
The Secret World saw this when random builds overpowered their version of Jobs, called Decks. As someone who enjoys job identity and the aesthetics that come with it, I'd hate to see that happen here.
I guess you're trying to edge in the direction of passive mechanics. I have no problem with such things (I once suggested Shadowskin be turned into a trait that gave DRK a damage shield when they were healed), but with the relatively slower pacing plus the way people clamor for engaging gameplay, I don't see this getting far.4. Would it be inappropriate or actually easier to have certain traits/passives/mechanics and skills/actives under the same name, e.g. "Cover (t)" and "Cover (s)"?
I don't think you can avoid what Warlords saw. As long as one option/talent/trait is mathematically better than others, you're going to have a predetermined route. And even if SE somehow removed theorycrafting from existence, you'd go from math ruling the playerbase to superstition ruling the playerbase.5. What QoL changes or points or structure of balance might make these trait selections feel less like the sliding panels of Warlords of Draenor and more like your own take on the job?
Lest we forget, we once had players thinking that if they stood facing a particular direction, their chances of succeeding at crafting increased.
This is a very vague question. I'd need an example to give an opinion on this.6. What other types of customization might be useful and desireable? (Ability adaptations to try to mitigate some of the hatred of certain skills due to their fine details and their consequences?)
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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