It'd require only something as simple as increasing damage intake and it's 'impossible' to change?
Changing it is the easy path; they've got to significant difficulties not to change it from this one very narrow scope of play.
I'm all for making healers' damage-dealing more interesting, and perhaps far more integral, but that's an almost entirely separate issue, and it's not like we can't have both more healing to do and our damage-dealing to be less brain-dead.
One has to go out of their way not to require significantly more healing be done than we have of late. One also has to place incredible limitations on the healer toolkit to keep damage-dealing so barebones. The damage-dealing can improve itself with a single expansion or hefty role-wide patch. The healing can improve itself with a single encounter.
i do not believe green dps is the only solution while dps is part of being a downtime issue it isn't the only thing that can improve healers.i believe if healers got their support identity more widen and themes more emphasized i think it could make the healers fun and engaging while retaining their original kit for now.
WHM- i believe if the blood lily concept will be introduced at level 30 and have more skills use the blood lily(not necessary new skills but also existing ones like glare or even fluid aura change when the blood lily blooms) ,it will make WHM more fun to play. the concept of healing contributing to dps is nice and if it also could be the other way around like using dps skills will shorten the lily gauge would give depth to WHM gameplay that it needed without breaking its norm right now.
i would like to see in the future the return of spells like protect,shell and maybe get reflect on him cause it doesn't feel like FF14 WHM is a true FF white mage without them, at least that how i feel
AST-better card system and AST could be perfect i think,SE need to rethink and redo their card system to work for all players(mouse & keyboard and controller).the idea is solid but the cards and their effects aren't there yet.
i believe if the 6 basic cards were to become party buffs like bard songs with varied effect(not necessary dps boost) could alleviate some issues AST has right now and wait until 6.0 to release a new system or rework the current one to be better used and fun.(someone posted that idea and i believe it could be a solid solution cause it will involve less target switching for controller users)
SCH-while i don't have that much experience with him his kit feels like the only thing engaging about it is the fact that his skills are more of a hindrance to one another rather then actually working along side or improving him in any way.Fairy delays are too horrid and it isn't a player management issue,it actually her response time as coded by SE.SCH feel like he needs more attention to how he works due to how clunky fairy and seraph work as well his resource management in a way.
i think SCH would have a better time if he could control his fairies gcd and ogcd and instead of auto embrace anyone near her just command her to use embrace on someone automatically instead like a toggle skill.
i think if SCH got his fairy management back in a way ,it will ease up their fairy response and improve some of their issues because any delays and ghosting will be a result of player managing the fairy gcd and ogcd timing and not the fairy own coded AI that delays it and while he controls the fairy along side his own skills will be giving them more engagements and stuff to do.
i also believe some skills are actually good in SHB as some said like recitation and even deployment tactics but others need to be looked upon like fey union or even emergency tactics ,i would even consider ED to be looked upon and maybe change to be like ACN ED cause it weird to me that the identical skill suddenly does a different thing despite SCH is an advanced class that inherit his skills.
overall i believe that SCH need his kit to looked at again while some points are definitely good in SHB ,it mostly has a weird source management and a feel that skills aren't synced to help each other at least in my taste.i believe ED need to retain ACN version and give stacks as well along side atherflow skill ,have his skills be examined again both in their effect and their resources giving more use for aetherflow stacks and fairy gauge use and lastly i believe that scholar need to control or should be able to command the fairy when to use her gcd and ogcd and not let her cast embrace automatically on her own but rather on command and with a target priority on that as well.
Last edited by CrimsonGunner; 12-13-2019 at 10:01 PM.
We live in a healing burst model MMO as opposed to a healing sustain model MMO (Such as WoW). Our healing spells are simple, potent and efficient and the damage comes in quick and scripted bursts.
In a sustain model, damage is lighter with some spikes but occurs at random. That forces healers to use their efficient healing spells on single targets, while saving their expensive blanket (which often do not heal the whole group, rather are limited to a fraction) heal aoes for party sustain, all the while keeping an eye on Mana (which last longer but also regenerates much slower) and resources. Bosses autos also hit hard and fill the healer's time with tank sustain.
Meanwhile, here we focus on specific moments of aoe healing burst during scripted raid damage and mitigation/shielding for the occasional tank buster. We then have long strerches of healing downtime where we are free to do anything else. We also have very potent MP regen abilities, very potent (and often free of cost) AoE healing abilities. Party damage taken is very low as often it needs to be avoided altogether, since taking damage from encounter mechanics will either oneshot you or kill the whole group.
If healers were able to heal through mechanics and actually "save" people you'd see a lot more healing in this game.
As it was the case before, each healer kit was defined by his lore, themes and previous class.
This expansion has changed/deteriorated that and we see it caused many problems because of the lack of coherence between their kit and their fundamental elements.
SE needs to look to all of this and rebuild each healer with those fundamental elements in mind to give us something engaging, fun and coherent.
Sadly they not care i fear, even DDs are not save of this, MNK got changed as example and the Quest still tells you that you get the ultimate kill skill, which was Touch of Death, but due the changes that is now the Fist of Earth.
The whole sentence inside the Lore and Dialog makes no sense anymore that way, and that is only one of many examples where that happened. The biggest so far is still AST wtih its cards, i never was a AST fan but it had high identity that way, now that is all gone, same for almsot all or at least a lot of classes now. Dumbed down to not overwhelm people who can't follow simple instrucitons, yet i blame also server lags and other issues in it as well.
Yet other thigns that got added never recieve a nice change at all, like PLD as exampel with Job gauges, PLD got one becasue everyone else got one but it never feels like of any use or that i activly use it like other classes, but that is besides the point now. But my main point is that SE not just has troubles with healers but with jobs overalll, wanting balance with things that not make sense. And don't get me started on the role skill mess or taking abilitys away to give them newer shinier classes instead to make them stick out. Lookign at you DNC as exampel, taking the buffs and procs from BRD and MCH partly. Or hell, SAM given a ONE MINUTE DoT while other classes before lost a lot of DoTs.
I've been doing the old EX Primals over the past two months, partly with a group of friends as they're leveling, and it's funny how many more spells I use in that content. Not more buttons necessarily, since I don't have five thousand oGCDs at that level, but different spells. Can't spam broil all day when oGCDs can't cover all the necessary healing. Despite being less powerful it feels more engaging.
Though the early EX Primals are disappointingly easy. Titan was only challenging because the other healer left early in the kill pull. Haven't gotten a group to stick for Ifrit or Leviathan yet to try out something harder.
Did they really just spend more time talking about butts than all the time they talked about the combined healers across all the combined 5.0 live letters?
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