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  1. #31
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Quote Originally Posted by KageTokage View Post
    I honestly wouldn't mind if they made Esuna important in dungeon boss fights again.

    These days it pretty much only needs to be used as a consequence of people being hit by avoidable mechanics outside of savage and EX trials.
    Would like this now that they made esuna part of the kit rather than 'optional' like at start of Stormblood, so bad they made that cross role then add a boss like Ex death who gives Doom too many times in 1st few weeks had double healers with no esuna slotted on. >_>
    (2)

  2. #32
    Player
    KProxy's Avatar
    Join Date
    Aug 2013
    Posts
    14
    Character
    Risetta Stone
    World
    Siren
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Vitreus View Post
    At the moment SE seems to have decided to walk away from their design philosophy that healers should do damage during their downtime, despite the fact that this is how it's been since the game began. To that end I'd like to see healers take more support responsibilities outside the health pool. Casting buffs and other status effects when healing isn't needed. Gods know that Final Fantasy has a near limitless amount of ideas to pull from.

    Hells maybe we bring TP back and make MP something people have to manage. Maybe the healers could be responsible for not just keeping the health pools up but also MP and TP. What about aggro reducing abilities as well? Make threat something that could actually be a problem if healers aren't casting threat reduction abilities.
    The biggest change would have to start with the way boss fights work. There are no "surprise" aoe's or "surprise" tank-busters, everything is scripted and we know when everything happens and what time it happens. For example, It's like we know most of Eden savage starts off with an AOE so as a SCH I pre-shield. To allow for more variety in healers doing more or less largely depends on how they (SE) structure the encounters in dungeons and raids. In dungeons, there are no special mobs we have to watch out for (like to put to sleep), everything is tank and spank and burn it all down in AOEs. In raids, it really depends on how much of the fight you already memorized before the boss dies.

    I would love to see more variety of things for healers to do besides 1-2 button spam our DPS button while only healing on off GCD, but not to stress us out as long as our party members do their roles too. It's like someone said earlier, not every healer wants to be the dps healer, and not every healer wants to just be support heal. But if a healer is bored that is because the encounter isn't engaging enough, and that is totally on SE.
    (1)

  3. #33
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    I mean better having a decent dmg rotation and yes for more healer responsibility in at least savage and ultimates.
    (1)

  4. #34
    Player
    Limonia's Avatar
    Join Date
    Dec 2013
    Posts
    511
    Character
    Elrica Lavandula
    World
    Omega
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Yuletide View Post
    Overall I think its important to remember those who are playing on the PS4, if you give healers too much to do, it can be hard to play.
    I'm on PC but play with a controller (and played on PS3/PS4 in the past). As long as you don't have to switch between hotbars too often it's totally fine.

    I actually prefer having two full hotbars with all the important stuff, and then a third one that you fill with less important stuff you don't often need during battle (like AST sects, repose, summons).

    So as long as we don't again get 10 more skills on top of what we have now, but instead of some more useless skills (like repose, or combined Cure + Cure II / Benefic + Benefic II), they could give us more dps and support/debuff skills without any problem for controller users.

    Right now we have next to no debuffs as healers. Repose and bind are totally useless in regular play. WHM has Holy, which is great, and SCH has Chain Stratagem, and that's it. Things like Virus or slow (Shadow Flare) were really nice to have as healers and it wasn't too much.
    (1)

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