Quote Originally Posted by IllyaPrisma View Post
I’ll keep it short-

-Divination needs a 30y radius

-Play needs to properly queue, so I’m not mashing the f*** out of it to use a card

-Potency adjustments on all healing abilities or the return of healing potency buffs from each Sect

-Synastry and other needless nerfs to the job reverted
i agree with all except the potency one. I think its actually a good thing to have more incoming dmg and less ogcd healing. Its the only way to move out of the corner they designed themselves into. We basically have the healer equivalent of a dps killing everything in 1 hit. it was never fun and that what lead to the increase in healer dps so we could fight our own boredom. IMO gcd heals should be more potent than their ogcd equivalents so we can weave small heals during dps time (more on that later) and have our big gcd to deal with bigger hits.

now on to dps: i think it might be a good idea to increase the costs of heals even more. while giving a sort of mp recovery rotation to all healers. That way we would encourage the heal playstyle we allready have: DPS time, and a burt in heal, followed by another dps time. This could also be redone as some sort of recovery phase, like after a short sprint, when you need to catch your breath again for the next one.

To your other suggestions: 100% on board with those. especially the range increase on divination.