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  1. #1
    Player
    number473's Avatar
    Join Date
    Dec 2015
    Posts
    59
    Character
    Riruriru Meia
    World
    Cerberus
    Main Class
    White Mage Lv 80
    Whatever the changes that they decide to make, there needs to be a long discussion and explanation about what they are going to do when they go over class changes in May. There's no way I (and I think many of us) are going to be satisfied with them spending 5 minutes covering the whole of what they want to do with healers and brushing it off like it's no big deal. And I really want to hear about what they are thinking and what they are trying to do with the changes that they are making.
    (4)

  2. #2
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Just a healer main waiting for the total job healer chaos. If you did stick around with ff 14 for some time you know that it will be a dumpster fire, rebalance whenever I hear this from the job team I already now what is going to happen. I’m more curious how many people still wanna heal in the next expansion because to balance healer you either buff the shit out of whm and noc Astro or nerf sch massively and Astro diu to get it on pair with the last place whm.
    (0)

  3. #3
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by CelestaRosa View Post
    anyone here wanna throw rocks at yoshi-p and scream "BOOOOOOOO!!"
    Nothing new that they hate whm and want it to be the new player friendly healer. But they don’t get that it is quite the opposite, the moment you look for high end content you see how bad the job is, like by god I did use whm for everything this expansion and it sucked getting 24/7 Aggro on neo or kefka and getting my ass beat, not having dmg reduce like astro or good dmg because you need to heal lazy raid mechanics like white hole or heartless archangel. Like when you have no cards and Astro out dps you in fights that’s just sad and he buffs the group dps.
    (5)

  4. #4
    Player
    Levy9's Avatar
    Join Date
    Nov 2015
    Posts
    114
    Character
    Papaneja Zazaneja
    World
    Famfrit
    Main Class
    Machinist Lv 73
    Ironically, I think the PvP healers make a bit more sense from a design/identity perspective, despite the limited moveset/similar core.

    For example, PvP AST is the fast and mobile buffing healer, with instant cast times on their single target GCDs. They essentially have something similar to Red Mage's dual cast trait, letting them instant cast a GCD after a hard casted Benefic. Their speed technically makes them the strongest throughput healer. PvP AST doesn't have any shields or any regen, save for drawing lady of crowns through it's job mechanic. Their card buffs, speed/mobility and throughput healing is what they are given in place of shields or on-demand regens. They do still have Disable/Bole for occasional mitigation though. Not having shields actually makes drawing Bole a bit more desirable as well. (Pray for Bole on limit break)?

    Given that AST has abilities that involve time manipulation and speed alteration, I think it makes sense thematically as well.

    The lower recast time on Lightspeed and the instant cast trait of PvP AST makes it so the developers can comfortably omit certain healing tools on AST's kit to create a more varied feel. AST doesn't require the same regen/shield mechanics that a WHM/SCH has when it can heal so rapidly. I feel as if PvP AST finds a third way when it comes to keeping the party survival potential that each class brings relatively balanced.

    PvP WHM is more of an omni-healer rather than a pure healer. They still don't have utility, but when it comes to survival, they can do it all (shields and regen). They're given several very strong oGCDs that they need to keep people alive. The lily mechanic also makes way more sense in PvP. You need those oGCDs ready as much as possible due to having slower GCD heals. 3 Lilies gives a full 50% cooldown reduction. It's a really strong effect compared to the 20% reduction you get in PvE. Some situations leave no choice, but due to the healing intensive nature of PvP, you definitely don't want to pop WHM oGCDs before 3 lilies if you don't have to.

    Of course, fighting other players is very different. You're healing way more often in PvP, so things like personal DPS and utility are a bit less important. It's not clear how well they would translate, but the best bet may be a long-form version of the PvP healers for WHM/AST.
    (5)
    Last edited by Levy9; 03-28-2019 at 06:32 AM.

  5. #5
    Player
    number473's Avatar
    Join Date
    Dec 2015
    Posts
    59
    Character
    Riruriru Meia
    World
    Cerberus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Levy9 View Post
    Ironically, I think the PvP healers make a bit more sense from a design/identity perspective, despite the limited moveset/similar core.
    I'm not very experienced with PvP but I agree that the design of the healers, especially lilies, make a lot more sense in PvP. The big difference there is that your main focus is on healing and you do need to cast your main gcd heal quite a lot. So the skills make sense in this context. They don't make sense in the PvE context where the focus is on filling every gcd and mp is not really a large concern.
    (0)

  6. #6
    Player
    Nujana's Avatar
    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    23
    Character
    N'jana Sakata
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    I postet this in a different thread, but I think it fits here better, so please forgive me for copying my own post

    I really hope they do not repeat the same mistakes they did with SB...
    Just flat out nerfing SCH all over without fundamentally changing how WHM and AST overlap is not going to make WHM any better. It's only making SCH less fun!

    What I hope for is for them finally giving every healer its own identity and niche!
    WHM:
    - Keep it being the reactive healer with the big numbers
    - Give it some kind of grp-utility!
    - Overwork lilys and PI to be actually useful.
    - Give it back some of its identity (f.e. make "Protect" a WHM-only CD ability with some serious dmg-reduction, it's click and forget anyway right now!)

    SCH:
    - Keep it being the preemptive shield healer, with more pet ability interaction
    - Make both fairys useful, maybe make Selene buff SCH-shields (only a little!) or take away Chain-Strat and give Selene some actual grp-utility
    - Critlo has to go! I do love my crit shields, but they are honestly too OP.
    - Indom has to be either a higher CD or a cast timer slapped on
    - Rework the fairy gauge to have more than one use... Maybe get rid of AF and use the gauge instead.
    - Dissipation has to be changed - I can count one one hand the times i have used it during HW and SB...

    AST:
    - Focus on the card identity!
    - Make Sects influence cards, not healing.
    - Make AST the oGCD/highly mobile heal without hots or shields, lightspeed already fits that fantasy. Of course the healing potencies have to be reduced so it's not on par with WHM in that department.
    (1)

  7. #7
    Player
    Bobsmiaw's Avatar
    Join Date
    May 2018
    Location
    Limsa Lominsa
    Posts
    76
    Character
    Willem Allen
    World
    Phantom
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Nujana View Post
    AST:
    - Focus on the card identity!
    - Make Sects influence cards, not healing.
    - Make AST the oGCD/highly mobile heal without hots or shields, lightspeed already fits that fantasy. Of course the healing potencies have to be reduced so it's not on par with WHM in that department.
    I have some ideas about this

    Diurnal Sect:
    Grant you the ability to draw offensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Balance, Spear, or Arrow.
    Using Minor Arcana will always grant you Lord of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    Nocturnal Sect:
    Grant you the ability to draw defensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Bole, Ewer, or Spire.
    Using Minor Arcana will always grant you Lady of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    With this Sect effect on card, we can minimize the RNG of our cards.
    Sleeve Draw will not affected by Sect. You can get all type of cards.
    If you want to Redraw after Sleeve Draw, the Redraw is still affected by the Sect.

    Also, I prefer to have a similar effect like in PVP for Lady and Lord.
    Lady will give small heal + HoT, while Lord will give small damage + DoT.
    HoT potency should not be high to prevent it become OP.
    Maybe 100 front heal + 100 HoT for 12 sec? So, 500 potency in total which is the same with current Lady potency.

    So let's talk about the new card aka Spire.
    Since TP will be gone we need a new effect for this card.
    Maybe 10% increase in healing magic like Fey Illumination? Or 10% healing magic recieve like Convalescence?
    I want AST to have a balance between offensive and defensive Arcana
    (3)
    Last edited by Bobsmiaw; 03-28-2019 at 11:15 PM.

  8. #8
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Bobsmiaw View Post
    I have some ideas about this

    Diurnal Sect:
    Grant you the ability to draw offensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Balance, Spear, or Arrow.
    Using Minor Arcana will always grant you Lord of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    Nocturnal Sect:
    Grant you the ability to draw defensive arcana to aid your allies.
    Under this sect you can only Draw and Redraw Bole, Ewer, or Spire.
    Using Minor Arcana will always grant you Lady of Crowns.
    Cooldowns: 10 sec? or maybe longer?
    Also possible to Sect swap during battle.

    With this Sect effect on card, we can minimize the RNG of our cards.
    Sleeve Draw will not affected by Sect. You can get all type of cards.
    If you want to Redraw after Sleeve Draw, the Redraw is still affected by the Sect.
    Ha nice !
    We would have Diurnal cards deck and Nocturnal cards deck.
    I like that.
    Hmm, but in that case we need to exchange Royal Road for Spear with Spire or we would have 150% / double duration / double duration for diurnal deck,
    and 150% / AOE / AOE for nocturnal deck.
    I wonder too what could be the new effect of Spire (Movement speed ? Instant cast ? a kind of Mantra ? ...).
    (1)
    Quote Originally Posted by Jirah View Post
    All I want is one expansion where they reanalyze the jobs and make massive adjustments to unhomogenize them. This is Final Fantasy 14 not Club penguin I dont wish for jobs that only have 5 buttons going for them or play exactly the same as 2/3 other jobs.
    Quote Originally Posted by MitsukiKimura View Post
    This current card system needs to be unwritten, destroyed and never returned.

  9. #9
    Player
    Bobsmiaw's Avatar
    Join Date
    May 2018
    Location
    Limsa Lominsa
    Posts
    76
    Character
    Willem Allen
    World
    Phantom
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Levy9 View Post
    Ironically, I think the PvP healers make a bit more sense from a design/identity perspective, despite the limited moveset/similar core.

    For example, PvP AST is the fast and mobile buffing healer, with instant cast times on their single target GCDs. They essentially have something similar to Red Mage's dual cast trait, letting them instant cast a GCD after a hard casted Benefic. Their speed technically makes them the strongest throughput healer. PvP AST doesn't have any shields or any regen, save for drawing lady of crowns through it's job mechanic. Their card buffs, speed/mobility and throughput healing is what they are given in place of shields or on-demand regens. They do still have Disable/Bole for occasional mitigation though. Not having shields actually makes drawing Bole a bit more desirable as well. (Pray for Bole on limit break)?

    Given that AST has abilities that involve time manipulation and speed alteration, I think it makes sense thematically as well.

    The lower recast time on Lightspeed and the instant cast trait of PvP AST makes it so the developers can comfortably omit certain healing tools on AST's kit to create a more varied feel. AST doesn't require the same regen/shield mechanics that a WHM/SCH has when it can heal so rapidly. I feel as if PvP AST finds a third way when it comes to keeping the party survival potential that each class brings relatively balanced.
    100% agree with this, faster cast speed also works perfectly with our tons of cards oGCD.
    Maybe also reduce the cast time for all healing spell? like Benefic = 1.5 sec, Benefic 2 = 1.5 sec, and Helios = 2 sec?
    However, keep all AST healing spell potency lower by at least 10-20% than WHM.

    Some addition: the abridged (instant cast) from Benefic cannot be used to instant cast Ascend to prevent it become OP.
    Abridged only work to instant cast Benefic, Benefic 2, and Helios. Not working with MAlefic and Gravity.
    Abridged + Benefic = got Abridged again ( same as PVP, you can instant spam Benefic overtime)
    Abridged + Benefic 2 = no additional Abridge
    Abridged + Helios = no additional Abridge
    Maybe also add mp cost reduction when under the effect of Abridged (like 25% mp cost reduction)? since we depend on fast/spamming healing especially in a dungeon?

    The main problem from AST will be the Aspected Benefic since we use it on our job quest to heal and provide a barrier.
    So, SE cannot delete this spell. They have to give a different effect and healing mechanism for this spell.
    On the other hand, I think Aspected Helios can be deleted.

    For burst healing, we have Earthly Stars.
    For mitigation + regen, we have Collective Unconcious.
    So we do not need an additional HoT/Shield from the Aspected spell.
    (0)
    Last edited by Bobsmiaw; 03-28-2019 at 10:30 PM.

  10. #10
    Player
    Hysterior's Avatar
    Join Date
    Jun 2012
    Location
    Ul'dah
    Posts
    2,439
    Character
    Larek Darkholme
    World
    Gilgamesh
    Main Class
    Sage Lv 100
    WHM: More elemental spells and more holy-magic. Give them some party buff.
    SCH: More fairy skills VS SCH skills but revamp how they are being used and how she reacts. Revamp Selene.
    AST: More card related spells (not necessarily buffs but also heals and DPS) but lower draw recast so you spend more time on cards.

    Al healers should be able to regen AND shield but they could have separate party buffs that are complementary. DPS output should be similar on all jobs.
    (0)

    Larek Darkholme @ Ragnarok

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