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  1. #151
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Still think all the healers need less healing (or more things to actually heal, or BOTH) and more downtime buttons. This is what people are talking about when they say "WHM still needs work."

    Something like another oGCD damage or flex-spell (replace/upgrade Fluid Aura for this please) and an expansion to the lily system that makes lilies dps-positive if done right, but still begins from healing, and operates by upgrading normal buttons via a special oGCD. These additions would solve several issues. It gives more involved downtime (while keeping the class fantasy of healing by beginning the cycle via heals), gives something to weave (Fluid Aura+ and the "upgrade my spells" step-2 lily GCD), and could allow for more extended movement if the upgraded spells are instant casts. It also keeps WHM healing mostly GCD based, which while a disadvantage I think is important to the mechanical identity of the job.

    This can be paired with a SCH updates that grants more "Black Arts" abilities so the non-healing side of Aetherflow isn't just "energy drain, energy drain, energy drain." These can be DPS skills (a second or third DoT if Biolysis gets re-split) or some form of raid debuff.

    AST would get options to the card system beyond damage, maybe via a toggle, or at least more support style oGCDs. Or if we're really radical, support GCD's with low durations that need to be upkept.

    I keep reiterating these ideas, I know, but I think they would do a lot for the game's fun factor, esp. if healing requirements don't suddenly begin to spike over 5.X's lifespan.
    (2)

  2. #152
    Player
    Sloprano's Avatar
    Join Date
    Oct 2014
    Posts
    282
    Character
    Quilia Labro
    World
    Cerberus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Gaethan_Tessula View Post

    I keep reiterating these ideas, I know, but I think they would do a lot for the game's fun factor, esp. if healing requirements don't suddenly begin to spike over 5.X's lifespan.
    Indeed, I find myself posting many same ideas. Mostly in hopes the developers and community managers take note, but for each time I write about it I learn more about exactly why I loved the earlier version of scholar as much as I do.

    It might not be prudent, but one way to go about it would be to redesign the three healers from the ground up. Taking inspiration from the Arcanist->Scholar philosophy, by designing a class foundation for each job as DPS and then putting the healing spells on top as the Job. So you would have varied stuff for non-healing that didn't get in the way of doing the role in a party. Quick concepts:
    White mage: Dropping entire mountains of damage and healing in single spells, the Misery skill is gained much earlier to make it interesting.
    Scholar: Disease-spreader and damage mitigator with a healing fairy.
    Astrologian: Random card mechanic with ability to force specific card/fate at a cost and with time magic where you make the target take damage from past, present or future spells.
    (1)

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