I wish it were possible to "like" a post more than once.
In fifteen minutes, you have created a far better design than the dev team did in two years. That alone should prove that nobody on the team has any clue what to do with healer design.
It removes "useless" cards, it gives players more control over their utility, it is balanced, and it even keeps that shiny new seal system the dev team shoehorned into the class for ShB.
Add TiDi and old-school CelOpp back to the job, and it'd be fun to play again.

Personally, I think an MP reduction cost on Noct Sect is needed. A SCH can get away with a 1k Aldo because we have Catalyze upon Crit, Recitation, Fairy abilities, Aetherflow actions, and Dissipation for further Aetherflow actions. Around 70% of a SCH's toolkit is MP free. Come to think of it, the only time I use MP as a SCH, besides the Aldo/Succor, is for Broil/AoW spam and the occasional Resurrection. Everything else is either related to the Fairy or an Aether Stack. Something has to go seriously wrong for me to even consider using Physick in a significant way or Emergency Tactics. I'll Dissipate way before that, if Fairy abilities are on cooldown.
Yes, there is resource management, but MP concern is a non-issue with regards to SCH's healing. And a SCH can potentially have up to 4 stackable shields up at one time, with 2 regen effects and a further damage reducing AoE field. Admittedly, none of that is really needed all at once, but...taking into consideration all things, it only costs a pittance at 1k Mana. A SCH's healing is mostly MP independent, whereas Nocting uses MP all the time. At this point, a Noct is paying a hefty price for instant casts and nothing more.
Last edited by RegularJoe; 08-11-2019 at 01:43 PM.
It's just funny how many were apparently angry with AST's minigame.
AST was "do something with this random card".
SCH was "control your minion".
WHM was/is? "combo up to a blast!"
Some said it was too complex and unbalanced. From that point of view, the new AST minigame is a Dev table flip.
Durations went down. Potencies went down. Effects reduced to 1. UI went busy and confusing. Amount of button pressing required went up. SFX went up a tiny bit to make those that are easily distracted feel more powerful. Lore completely disregarded. Pretty sure the job quests that teach you the constellations haven't been updated at all, which is the bare minimum if you're going to make this big of a retcon.
Sorry, that was a long winded way of saying the job just needed a tweak or two and the dev team threw in a hand grenade instead.
Protip: If there's one thing that's being sought to the exclusion of the rest, either raise the rest or nerf that one thing. Don't nerf the whole thing.
The whole healer rework is odd. They stated that 1) they don't want healers to dps anymore 2) don't like fishing for RR Balance. As of 5.05 healers still mostly DPS, AST has mini balance all time, SCH (the fun healing dps class) is as boring as the other two. I don't call that a success really. I mean an AST has solo healed Eden 4 savage within 2 week, even if that is a very good player with a very good static, that means that healing is basically a snoozefest.It's just funny how many were apparently angry with AST's minigame.
AST was "do something with this random card".
SCH was "control your minion".
WHM was/is? "combo up to a blast!"
Some said it was too complex and unbalanced. From that point of view, the new AST minigame is a Dev table flip.
Durations went down. Potencies went down. Effects reduced to 1. UI went busy and confusing. Amount of button pressing required went up. SFX went up a tiny bit to make those that are easily distracted feel more powerful. Lore completely disregarded. Pretty sure the job quests that teach you the constellations haven't been updated at all, which is the bare minimum if you're going to make this big of a retcon.
Sorry, that was a long winded way of saying the job just needed a tweak or two and the dev team threw in a hand grenade instead.
Protip: If there's one thing that's being sought to the exclusion of the rest, either raise the rest or nerf that one thing. Don't nerf the whole thing.
Turns out you don't need the 6 or 7 more healing abilities that WHM & SCH have at all, which in turn means why take them anywhere when you can have double damage buff that will scale with gear progression ?
More often I see this on the JP side.
Draw should be done automatically, there is no surprise anymore when Drawing, and the less clumsy the new system is, the better for everyone.
Last edited by KanameYuuki; 08-15-2019 at 02:40 AM.

To start with they didn't need to rework healers at all if they want them to DPS less or none at all.
The key here is to rework encounters in the game so there are more unavoidable damage aswell as increased incoming damage overall. That'll force healers to actually heal. It's just a matter of balancing the amount and pace of the incoming damage and you will have healers more/less bussy.
The issue with that is that it would require a lot of work from their side and that would increase the game difficulty a notch... or two.
Another thing is that they should stop giving healers oGCDs. It's good to have 1 or 2 but if you keep giving healers more and more oGCDs you are just opening more and more windows for them to deal damage... to the point where you find healers now "failing" at their job if they can't handle healing just with oGCDs.
They either have to accept their error/lack of planning-design or straight forward say they lied to us and just wanted to make healers a boring class to DPS with in the hopes that people would stop doing it.
The situation is not fun at all. I am not playing a healer this expansion anymore... not because I am angry but because I don't enjoy it anymore.
Absolutely!Another thing is that they should stop giving healers oGCDs. It's good to have 1 or 2 but if you keep giving healers more and more oGCDs you are just opening more and more windows for them to deal damage... to the point where you find healers now "failing" at their job if they can't handle healing just with oGCDs...
Its so bizzare when our GCD heals are purely for emergencies, where our oGCDs are generally the best and easiest way to top off tanks.
Why are these 'emergency' heals as strong if not stronger than our main slow casting heals is beyond me. Yet the whole situation of healers DPS, healers not having anything to do is purely due to these abilities being so potent and readily available at just about any time. (AND save mana making them BY FAR the best healing abilities to boot).
Gutting the oGCD potencies as painful as it seems would actually get healers healing using their gcd's.
It seems odd to me that from levels 70-78 on AST, healing was horrible - a struggle to keep up with a double pull and spells with bad potencies, but when I hit 78 with slightly better items and slightly more skills, it almost became business as usual. It felt the same with SCH too (not tried with WHM yet) and when I was unable to barely dps I now can at pretty much the same rate as stormblood healing, no doubt because of better gear and slight buffs.
So was their aim to make healing harder or to put people off healing at all?


AST handling wall to wall especially with a tank that doesn't have the level relevant gear in 70-78 is an incredibly painful experience. The healing throughput is simply not there and most tanks will probably die if you tell them to pull everything or don't tell them to do the opposite. Yet as SCH it's absolutely fine yet you'd think that'd be the one to struggle the most.It seems odd to me that from levels 70-78 on AST, healing was horrible - a struggle to keep up with a double pull and spells with bad potencies, but when I hit 78 with slightly better items and slightly more skills, it almost became business as usual. It felt the same with SCH too (not tried with WHM yet) and when I was unable to barely dps I now can at pretty much the same rate as stormblood healing, no doubt because of better gear and slight buffs.
So was their aim to make healing harder or to put people off healing at all?
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