Ah, but a Mercy that never uses her pistol is considered a "bad" Mercy still, similar to how if a healer doesn't do any dps, they are a "bad" healer.
Ah, but a Mercy that never uses her pistol is considered a "bad" Mercy still, similar to how if a healer doesn't do any dps, they are a "bad" healer.
Why don't we have a Healer like Cloud from FF7! Use a Buster Sword and equip materia, have the ability to use potions on others!!!!!!!
She's no Ana, but she's far from low-skill or without moments of glory. It's just the metas she's been optimal in (Moth and then, post-nerf, Bunker) that make her feel so stale.
Extreme mobility, decent damage when swapped to, almost zero efficacy downtime (including for bonus damage). And, let's be honest, OW is every bit as much MOBA as FPS.
This is a fair point, but the imbalance of Balance-or-Fail is far too often overstated. Not only could the other cards in fact be better balanced against it, but they could easily be reengineered to give every card decent contribution through its various indirect options (RR, MA).
The devs has just chosen, time and time again, to do neither of those things as to excuse the sudden plummet in meaningful utility afforded to healers. "We had to gut you, because no one liked RNG!"
The RNG was only a small part of the issue. Having multiple things to Draw wouldn't be a problem if each had meaningful value in itself and meaningful indirect value possible towards the goal of your choice. E.g.There, now your every Card possibility is still nearly as good as the next, shuffling wastes no Card generation time, and you can consistently bank skills.
- Kill the card effect cap so that Extended RR isn't near-worthless.
- Allow for proportionate re-uptake of Card durations when replacing one with the same effect. 15 seconds left on an Expanded -> 4 more seconds [(15*(.05/.2)] of the Enhanced replacing it.
- Allow Draw to continue charging in the background even as a card is readied. By the time your currently drawn card fades, the next is ready to be drawn.
- Remove the cooldown from Spread.
- Two charges on Redraw.
- Balance Expanded RR to be as little as half potency AND half duration across 8 players. Still synergizes best with CO.
- Un-nerf Enhanced RR. It now properly doubles potency.
- Royal Road no longer casts automatically. Instead, it has a no-animation (simultaneously castable) trigger; hit it before using your Card to apply it, or select a card-affected party member within their first 5 seconds of having received the card and use Royal Road to thus affect their Card, adding a further 20/30 seconds, doubling its potency, or spreading it.
- Buff the non-tank applicability of Bole, but nerf its simple percentile mitigation as not to make up to a (pre-ShB) Sentinel on demand.
- Buff Spear.
- Buff Arrow.
- Make Spire useful.
- Buff Ewer slightly, at least on self-cast.
- To compensate, remove otherwise excessive (to simultaneous healing+tDPS) oGCD heals, effectively replacing them with Minor Arcana. For their flavor, add traits or Additional Effects to Lord/Lady by the lost oGCD's same name. Lady, for instance, could take on Essential Dignity.
Make a healer that buffs the DPS. Sounds like an Everquest Shaman? One of the favorite classes of many who played that game. Both for those that played the class and those that grouped with it.
Good question, I dunno why more companies don't make classes like that. Seriously, look at the game on its 20th year of development, 26th expansion, and 16 unique races and 16 unique classes and see what they did right.
Reasonably sure I said Heavensward and not Stormblood.except it must not have actually been awful by the time stormblood happened because it was a top healer in savage. Just because you personally don't like a mechanic in a job doesnt make it bad.
as to the OP, mostly because, the current stance is that all roles must have roughly the same capabilities, and balancing dps buffs versus dps isnt easy, since how well it performs depends on how well the team uses it.
i think its a problem, and would be better if jobs were diverse, but SE seems to want homogenization of classes.
That actually sounds like a Good Idea for Chemist if it ever happens. But if they want to keep Healers as MAINLY Healers, and they don't want Mandatory Meta Team Comps, then this might not happen. They might try to keep Dancer the Party Support. Hard to tell what kind of healer we would get for a 4th Heal.....Make a healer that buffs the DPS. Sounds like an Everquest Shaman? One of the favorite classes of many who played that game. Both for those that played the class and those that grouped with it.
Good question, I dunno why more companies don't make classes like that. Seriously, look at the game on its 20th year of development, 26th expansion, and 16 unique races and 16 unique classes and see what they did right.
Balancing that shit would be near impossible. XD
Plus Redmage is already a Healer DPS....Almost sounds like a Concept for a Chemist to use Potions on others
Dernière modification de Zanarkand-Ronso, 12/06/2019 à 12h51
You're ALL looking for the wrong solution. What FFXIV need is take a page from Wow and make tanks AND dps take damage from any and all enemies so they have to actually heal and be pro-healers. If healers had to really worry about people dying they'd have to actually learn to be great at healing. The healing ceiling isn't high enough outside of Savage raiding, that's the problem.
Where's the dungeon mob that hits dps like a truck?
Where's the dungeon mob that kills the tank in 4 hits?
I remember when Stormblood came out healing looked hella fun and tanking as well because it exposed who were the good tanks/healers and who needed to level up in that department. It didn't create a situation where dungeons couldn't be cleared but it created a situation where using ALL your tank/healer skills mattered. You actually had to spam more healing than just cureII, you needed to actually manage mp and manage your oGCDs.
So yes, make enemies more dangerous, it's fine if people die, they just need to strategize better and the healers will need to stop dpsing and use all their powerful healing skills that they're getting to their maximum potential. I just have to emphasize to the devs that just because you make healers heal more that doesn't mean that you'd be making the game stressful, you'd just be shifting the meta from dpsing all the time as a healer and throwing 1 cure here and there. Currently healers.....don't really heal, they can literally read a book and just press 1 healing button all day. The healer role needs to become a healer role again. Or just do what your'e doing with tanks and give them A LOT of support and damage skills....but tanks have that covered now so instead just focus the content on rewarding good healing, that requires enemies that will damage tanks hard and even the dps. I never get why dungeon mobs and bosses rarely if ever damage the dps, really weird.
Actually...I think this is what they are going for by making Healers ""Mostly Heal""You're ALL looking for the wrong solution. What FFXIV need is take a page from Wow and make tanks AND dps take damage from any and all enemies so they have to actually heal and be pro-healers. If healers had to really worry about people dying they'd have to actually learn to be great at healing. The healing ceiling isn't high enough outside of Savage raiding, that's the problem.
Where's the dungeon mob that hits dps like a truck?
Where's the dungeon mob that kills the tank in 4 hits?
I remember when Stormblood came out healing looked hella fun and tanking as well because it exposed who were the good tanks/healers and who needed to level up in that department. It didn't create a situation where dungeons couldn't be cleared but it created a situation where using ALL your tank/healer skills mattered. You actually had to spam more healing than just cureII, you needed to actually manage mp and manage your oGCDs.
So yes, make enemies more dangerous, it's fine if people die, they just need to strategize better and the healers will need to stop dpsing and use all their powerful healing skills that they're getting to their maximum potential. I just have to emphasize to the devs that just because you make healers heal more that doesn't mean that you'd be making the game stressful, you'd just be shifting the meta from dpsing all the time as a healer and throwing 1 cure here and there. Currently healers.....don't really heal, they can literally read a book and just press 1 healing button all day. The healer role needs to become a healer role again. Or just do what your'e doing with tanks and give them A LOT of support and damage skills....but tanks have that covered now so instead just focus the content on rewarding good healing, that requires enemies that will damage tanks hard and even the dps. I never get why dungeon mobs and bosses rarely if ever damage the dps, really weird.
So I think YoshiP and team already got you Fam
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