Sometimes I wonder if they should actually nerf all three jobs healing potentcies. Weaker heals means more healing and less time to DPS.
What do you guys think? Would this be beneficial?
Sometimes I wonder if they should actually nerf all three jobs healing potentcies. Weaker heals means more healing and less time to DPS.
What do you guys think? Would this be beneficial?
hmm well at least they raised the dmg output of the latest ex-daily bosses in both dngs some of them can hit really hard for our current understanding of "random dmg" - which is a good direction I think.
decreasing heal pot could end up in oom-problems if you don't adjust mind-stat or mp-recovery skills on the different toolkits... but still worth it imo.
I've been saying this for a while. It feels like the game has tooled healing around the absolute worst healers healing the absolute worst groups in a scenario where 4-man content has the damage output of 8-man content. I.e., designed to be virtually impossible to fail at, which makes it accessible for new or less-skilled players but exceedingly boring for those who perform at a higher tier, unless they happen to fill their extra globals with DPS.
Given total player health pools (20-25k range for non-tanks), it's honestly pretty absurd that two healers in 8-man content can restore something like 10k of that health together in a single global. And that's saying NOTHING on the high amounts of stackable mitigation that raid comps have, and the stackable regens that healers have. Regen+fairy heal on a tank is something like 5-6k healing every 3 seconds. Pile on Whispering Dawn and Medica II, or Medica+Indom and you have scenarios where hugely inflated health values are being restored respective to the amount of outgoing damage, even at the Savage raid level.
It just smacks of giving healers insanely powerful kits to compensate for lack of personal skill or lack of party skill in DF content but doesn't translate well to higher levels of play with the scripted nature of raid fights and the over-reliance on "this either tickles or one-shots" gimmick mechanics.
Heavier incoming damage is usually the answer. Midas Savage was pretty good with that with Bio/Sizzlebeams/J-Kicks. Along with the highwire mechanic that made damage impossible to heal with too many deaths.
Just like how A1S healing was at beginning of 3.0 when our PIE/HP pools weren't as high at i180+ (you can't tell me you had a slimmer of even a 1/4 MP left the first week of A1S before a jump), we'll likely feel some strain again with the instance/gear xpac reset in 4.0
Last edited by technole; 04-06-2017 at 01:11 AM.
Since Squeenix claimed that the SB jobs would have roughly the same number of actions as the HW jobs, I think it's safe to assume that stuff is getting culled or merged, about five per job to maintain the numbers. As a general thing, I sincerely hope that they consolidate the DPS action bloat we suffer from now. Stone I may be functionally different from Stone II, but the same cannot be said when you go one step up. Stone III should effectively be a trait that alters cost and effect. The same goes for Broil and Malefic II. I can sort of see a similar thing happen to Aero/Combust/Miasma, but there's some direct damage components and multi-target things that make it a bit trickier to merge and change to trait when it comes to those. Ideally healer DPS should be engaging and efficient (so we can at least do something when we're fighting stuff solo), but I doubt that Squeenix will give us that.
As far as Cleric Stance is concerned, I wonder if it would serve better as a berserk-type buff that increases damage dealt and reduces healing done along with having healers' damage spells scale off MND. If it has a duration equal to recast time, it would mean that it can be maintained indefinitely during solo play and when a player need to drop out of it to heal, they'd be able to do so quickly and cleanly but then be forced to wait out the recast until they can go back to attacking. I'd also want it to be called "Crusader Stance", as that sounds way cooler. But that's neither here nor there.
I honestly don't know what would be a good change to the healing kit for the healers we have now. I'd personally love to see more niche roles for each healer, but it just doesn't feel like the current encounter design allows for such things. Or rather, it doesn't feel like Squeenix is willing to have jobs and encounters that requires more specialized roles and party compositions and/or different approaching to overcome encounters. It's probably a budget/time constraint thing as much as a design philosophy thing.
Sch's identity is more of the fact dpsing while healing. Like its why most peeps like it, for its hybrid aspect. Killing the fairy would dramatically kill this side of the job and it's not what we want, right ?
Also,.SE will have prob balancing the DPS already with these two new jobs. Do not expect it to put much effort into healing roles !
I thought that Scholar's main identity is a damage mitigation support character. Since SE never really took a firm stance on healer DPS it's hard to see Scholar being officially identified as a DPS healer.
I entirely expect them to focus on healer and tank balance in exchange for not only just releasing two jobs (previously three in Heavensward, four if you count Ninja) but also having both jobs as DPS.
Is it really the strength of the kit? Or is it the size of the toolkit.
Remove all Heavensward Actions from Healers, and see how the World is balanced then. No more Indom, no more Emergency Tactics, no more spreading bubbles around.
No more 10 sec addition Balance duration. No more raid CD on AST (unless you royal road a bole). No more Tetragrammaton/Assize.
You could massively improve the healing game by removing all Heavensward abilities.
Yet here we are, in a thread, discussing what new actions healers might actually need. Healers don't need more actions, they need less. Just look at the WHM and think about what you can even add.
Single-Target: Cure(weak-efficient), Cure II(strong-costly), Regen (HoT)
AoE: Medica (weak-efficient), Medica 2 (HoT), Cure III (strong and rather efficient)
"Heal"-CDs: Tetragrammation (ST), Assize (AoE), Assylum (AoE)
What could you even add here. Group utility is the only thing left - which pretty much means you're turning WHM in a complete copy of AST (or the other way around).
A weak heal that gives you a stack which reduces mana costs of other spells or OGCD abilities.
A HoT that can be consumed with the press of a button.
A stack-able, mana-efficient HoT.
A weak heal that increases a buff duration.
A heal that triggers a buff which returns mana if you use a different heal on the same target afterwards.
A weak heal that builds up stacks allowing you to turn single-target spells into AoEs.
A weak heal that reduces the cooldown of X emergency CD by one second per use.
A heal that increases the potency of another healing spell.
A weak heal that reduces damage taken for a few seconds.
A HoT that gives you a stack if it ticks the full duration which allows the usage of OGCDs.
A buff that returns mana if the target does not fall below 70% in the next 10 seconds.
A shield that slowly heals the person as long as it persists - can be renewed.
A buff that heals the target whenever it takes damage.
A skillshot-heal that refunds partial mana for every target hit.
A weak heal that reduces the cast time of a different spell (up to making it instant).
An AoE circle that detonates after X seconds and heals depending on how many people stand in it.
A buff on the target whose potency depends on the targets current HP.
A buff that very briefly converts damage taken into healing instead.
I can think of tons of healer abilities, most of them targeted at giving healers some innate mastery to their role and encourage them to heal frequently and with thought. But none of them matter when the handful of super basic abilities are so powerful that nothing else is needed. In my ideal world, healers would try to get by with weak heals that are un- or barely able to keep up with the damage stream, but set you up for when shit gets real and AoE and tank busters happen. But that's just me.
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