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  1. #1
    Player
    Sindal's Avatar
    Join Date
    Dec 2020
    Posts
    33
    Character
    Lucky Oak
    World
    Balmung
    Main Class
    White Mage Lv 100

    Thought experiment for a minorish WHM playstyle change

    Hi all.

    So I'm not a raid gamer or anything like that but I main white mage.

    Now I love white mage with all of my heart and soul but we all know that it's not necessarily the most 'interesting' of the healers. Or just as a playstyle in general.

    I don't personally have deep qualms but I've noticed some unhapiness on the forums. So more so that I wanted to draw a bead on the playerbase, I came up with a few changes. And I'd like to ask everyone (mostly the white mages) how they make you feel. This is more just for fun.

    So:

    Changes:
    1) Presence of Mind's initial speed up decreased to 10%. Increase duration by an appropriate amount. Lets say 30 for argument sake. Cooldown unchanged.

    2) Freecure changed to 'Ebb and Flow' and is moved to lvl 35 :
    "Should regen (or medica 2's HoT) heal a target , reduce the cooldown of PoM(presence of mind) by X seconds. (Multiple ticks from different targets do not count. Must acutually restore HP to count) " With the intention of lowering the cooldown of PoM effectively down to say... 90 seconds or something similar. Can vary as needed for balance purposes.

    3) at lvl 52, Ebb and Flow upgrades and 'Secret of the Lily' is granted in a slightly altered way, as these two passive would now work together.
    •"Ebb and flow's cooldown reduction on HoT ticks has increased. The increase, whatever it is, allows PoM to be used back to back (assuming that you're using your regens to lower the cooldown) and allows you to keep the stance up by reapplying the buff before it ends.
    •Remaining in PoM for 30 seconds improves it, increasing the cast reduction to 15%.
    •Secret of the Lily no longer ticks when you are in combat. Instead, it ticks as long as you are in PoM. It still has the same 30 second to a lily function.

    4) 'Divine benison' has an additiona affect. "As long as the shield holds, treat it as a regen tick for Ebb and Flow"

    5)at lvl 74 (in tandem with Transcendent Afflatus), Ebb and Flow improves once more
    •Staying in PoM for 60 seconds upgrades the reduction to 20%|

    Design goals:
    -Give white mages something 'active' to maintain during fights and make the lily gauge more engaging without functuatlly changing how often we get them
    -Make them feel a little faster, for healing or damage dealing (as long as you heal properly)
    -Make freecure less of a 'newbietrap' since you so rarely use cure 1 in late game.
    -Make the playstye more interactive without acutally changing how a white mage pays (You'd play a white mage mostly the same way people do now, just be mindful of your stance ot make sure you perform properly)

    Thoughts?
    I'm obviously not suggesting this change should go to live. More just seeing what people think. (Assume that any potencies are adjusted to make sure they don't over or under perform in terms of DPS or healing)

    Sounds fun? Sounds tedious?
    (0)
    Last edited by Sindal; 12-06-2020 at 02:44 AM.

  2. #2
    Player
    Jasmyne's Avatar
    Join Date
    Aug 2019
    Posts
    32
    Character
    Jasmyne Vi'ela
    World
    Mateus
    Main Class
    Machinist Lv 80
    I think if you like to actively maintain charges then just play scholar (aetherflow) and your idea would just homogenize healers even more. Seriously I don't blame you for thinking healers are boring since we spam 1 button for 80% of a fight, but there are thousands of ways to make healers more engaging without making them arbitrarily more difficult. IMO the problem isn't WHM, the problem is that DPS has become the ONLY relevant metric in the entire game and since every fight is on a script that makes a whole lot of our skills irrelevant like medica, medica 2, cure, cure 2 since we have more efficient and powerful heals with cooldowns like Assize and Afflatus Rapture.

    You say that WHM isn't the most interesting of healers but the only reason I even still play healer is because white mage is a reactive support which I prefer and I find very interesting. Scholar is proactive support which requires setup and foresight and AST just has way too many buttons and I can't be bothered playing around with cards. I can see you are trying to create an incentive to use more skills, but for a reactive job like white mage it should never be a requirement like it is for scholar. Honestly if they implemented this I would probably never play healer again.

    So to answer your question, sounds tedious. I think if SE wanted to make healers seem less boring, they have to make some fundamental changes in the way this game approaches content in general. The easiest way to make all jobs engaging is to add variability so it's not the exact same run every time, which is why I really enjoy alliance raids because all kinds of crazy stuff happens with a group of 24 people and WHM reactive play style feels really good.

    EDIT: You know what I would do is add some synergy between the healer skills, for example if SCH (or ast) put shields on your group, any REGEN effect would gradually make those shields permanent (until it breaks from damage) by removing the cooldown. It would give people a more reason to play different jobs and maybe someday they will finally remove that stupid LB penalty for having dupes.
    (0)
    Last edited by Jasmyne; 12-06-2020 at 04:01 AM.

  3. #3
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    I don't hate the core idea. A sort of greased lightning playstyle would be more interesting than just Glare spamming for sure. It'd likely need a lot of tweaking (like for example, a really well-designed mechanic encourages/rewards you for playing your job "correctly", and keeping 100% regen uptime isn't quiiiiite what I'd encourage, but at least the no overhealing clause brings it closer to something good). My big issue with WHM is hard to describe succinctly. You aren't *doing* anything. For basically any scenario you're in, you react to the situation with the correct single whack-a-mole button. One person took damage? Use one of several functionally identical single target heals; the decision between them has a fairly rigid priority order and deciding which one becomes a more mundane task the longer you play the class, and you're basically never punished for choosing "wrong" anyway in most content because they're nearly identical. The whole party took damage? Same thing. A group of enemies faces you? Better cast The Only AOE Damage Spell. Lucid came off cooldown? Press it. There isn't really any buildup or even a rotation to disguise the monotony. I'm in scenario A? The answer is answer A. That wasn't enough? A. Wasn't enough? Apply more A until done or the scenario changes. It's like playing DDR, except for some reason all the songs on your personal playlist have really long runs of the same arrow direction over and over instead of varying it up. You aren't really rewarded for playing intelligently, nor are you really punished for playing stupidly. And to make matters worse, Glare spamming is the least interesting of all the shallow decision-making scenarios in this list of situations, and the only thing honing the previous list of also fairly shallow decisions rewards you with is a swifter return to the most boring one. At least maintaining a greased lightning/enochian type status is juggling *something*.
    (0)
    Last edited by Semirhage; 12-06-2020 at 05:17 AM.

  4. #4
    Player
    Sindal's Avatar
    Join Date
    Dec 2020
    Posts
    33
    Character
    Lucky Oak
    World
    Balmung
    Main Class
    White Mage Lv 100
    That's fair

    Oh don't get me wrong. I don't personally have any problems with WHM. It's just that the feedback I'm seeing is that people are 'bored' because they only have 1 attack button, one aoe attack button and more or less nothing inbetween when healing isn't needed. This change would just add "I gotta make sure I keep my heal speed stance up to make sure I'm performing optimally" (Which most white mages would do, since regen is a pretty integril to the kit. It speeds up all your other GCDs as well, making using them not as 'punishing' compared to using your oGCDs.

    If I were to play SCH it would be because I want a more proactive toolset that scholars pride themselves on (shields and damage reduction as they do). I wouldn't want to play it because 'they're inherently more interesting' because that implies that WHM would be 'the boring healer. I'd want every healer to be interesting in their own way. Hence me thinkin of a mechanic that you atleast 'need to track' to keep your brain a bit more occupied while you spam glare x3

    My suggestion also came around cause between 'giving the healers a little more to do that's basicly the same as they were always doing anyway' is easier than 'rebalancing the entire game' which has way more moving parts that could break OTHER parts of the game and then some other class complains about Y etc.
    Good discussion points =)
    (0)

  5. #5
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Sindal View Post
    This change would just add "I gotta make sure I keep my heal speed stance up to make sure I'm performing optimally" (Which most white mages would do, since regen is a pretty integril to the kit. It speeds up all your other GCDs as well, making using them not as 'punishing' compared to using your oGCDs.
    Ahhhhhmmmmmm only kiiiind of? Regens aren't really what I'd call integral to the kit. They're not your first pit stop in a lot of scenarios. Hell, take a look at Scholar, the "shield" healer. They have Embrace (regen), Whispering Dawn (medica 2), and Sacred Soil (asylum). They have the same number of regens that WHM does. Don't get me wrong, they're definitely not useless spells, but keeping regen uptime is really not your first or even second resort when you're powering through content you're used to clearing. Regen's pretty good, but it's not -that- good. FFXIV's healing meta is centered around using oGCDs because they allow you to heal without interrupting your damage output. Regen and Medica 2 break this "rule", so they're automatically inferior unless some other mechanic makes them significantly better to use.
    (2)

  6. #6
    Player
    tdb's Avatar
    Join Date
    Jun 2017
    Posts
    859
    Character
    Mikayla Rainstone
    World
    Lich
    Main Class
    White Mage Lv 80
    I can see some parallels with BLM's Enochian here. The one thing I see as slightly dubious here is ticking off effective heals, which punishes the healer if the party plays well and doesn't take damage. On the other hand it encourages to avoid overhealing so dunno.
    (1)

  7. #7
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by tdb View Post
    I can see some parallels with BLM's Enochian here. The one thing I see as slightly dubious here is ticking off effective heals, which punishes the healer if the party plays well and doesn't take damage. On the other hand it encourages to avoid overhealing so dunno.
    Yeah, agreed. It's a game design choice that has a detrimental effect on healing: you make people take greatly reduced or zero damage for dodging attacks, that's great. Everyone feels better/more skilled for being good at dodging stuff. The reward there is nice and intuitive.

    Problem is, if you reward people with reducing the heck out of their incoming damage, then gaining skill means healers "primary job" get closer to obsolescence. It's a decent chunk of the reason why more than one experienced healer says screw it, just let us have decent DPS rotations so we can keep that otherwise good, intuitive design decision.
    (1)

  8. #8
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Sindal View Post
    This change would just add "I gotta make sure I keep my heal speed stance up to make sure I'm performing optimally" (Which most white mages would do, since regen is a pretty integril to the kit.
    Not in raids.

    Typically in a smooth Savage run I'll use 0 Regen and maybe 2-3 Medica II only during intermissions when I can't target the boss for Glare. My co-heal will also need no GCD heals. In Expert Roulette I might regen during pulls, but would never touch Medica II. With current encounter design, regens are more for leveling dungeons, progress and messy runs.

    The issue with using heals to boost damage is you don't always need heals. Then you'd have to tell your co-heal not to heal too much and try to keep unnecessary HoT's rolling (even if the next Assize or your co-healers oGCD's would effortlessly cover it) just to maintain your permanent PoM buff for dps. It would be a strange playstyle to master.

    4) 'Divine benison' has an additiona affect. "As long as the shield holds, treat it as a regen tick for Ebb and Flow"
    This would backfire, you'd never use it on a tank because the shield wouldn't hold. Optimal play would be to Benison yourself when no damage is happening, which is counterproductive.
    (6)

  9. #9
    Player
    Sindal's Avatar
    Join Date
    Dec 2020
    Posts
    33
    Character
    Lucky Oak
    World
    Balmung
    Main Class
    White Mage Lv 100
    *Hmms*

    I see.
    I took what you guys had said and kept it in mind while I did some of the later dungeons (not raids mind you)
    True to form, you guys have a point.

    Though that does make me even more sad when I realize how little I'd need to use some of the other tools WHM has near their start.
    Poor cure 1 is just lying there in an alley like an abandoned child.

    I wonder if Medica I and Cure I (or 2) should morph and become the lily skill they mimic whenever a lily is available. Since they're effectively just upgraded versions (being free and instant)
    You could even make an argument that Cure I becomes Solus and Cure 2 becomes Tetragramiton (when either become available) since tetra is just cure 2 but in an oGCD version. Granted that doesn't fix the problem of 'never using the cure 1' part of cure 1 problem.

    One things for sure, we need to do 'something' about free cure and fluid aura...
    Maybe turn Freecure into Ebb and Flow and make it proc FA on the occasional stone/glare? Gives Fluid aura some damage and turns the bind into a stun on next cast?
    Maybe later it improves and can also proc on holy's? Turns the fluid aura into a mini aoe on top of hte damage and stun (I guess it's just an instant cast holy at that point, haha)
    Maybe casting PoM instantly procs this FA passive? Or gives us a lily on activation?
    Maybe bring Aero 3 back as a proc, or a 'once a Aero/Dia expires after running it's full course, the next Aero/Dia' cast is an upgraded Aoe version. The fabled Tornado...or whatever 'divine energy' attack we now have haha.

    I unno. Spitballing things that would make the job a little more interesting for downtimes. (without being too much of a direct buff)
    Thanks for sharing either way, fellow white mages. I'm definitely not at experienced as some of the rest of y'all, but I'm glad to be among the ranks =)
    (0)
    Last edited by Sindal; 12-07-2020 at 08:31 PM.

  10. #10
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Semirhage View Post
    Ahhhhhmmmmmm only kiiiind of? Regens aren't really what I'd call integral to the kit. They're not your first pit stop in a lot of scenarios. Hell, take a look at Scholar, the "shield" healer. They have Embrace (regen), Whispering Dawn (medica 2), and Sacred Soil (asylum). They have the same number of regens that WHM does. Don't get me wrong, they're definitely not useless spells, but keeping regen uptime is really not your first or even second resort when you're powering through content you're used to clearing. Regen's pretty good, but it's not -that- good. FFXIV's healing meta is centered around using oGCDs because they allow you to heal without interrupting your damage output. Regen and Medica 2 break this "rule", so they're automatically inferior unless some other mechanic makes them significantly better to use.
    Agreed, Scholars actually play more like Regen healers when playing them optimally. Majority of their regens are from the faerie (Whispering Dawn being their AoE active regen and Fey Union, Embrace, and Serpahic Veil acts as a passive regen) while they themselves have one at lv 80 (Sacred Soil). As a Scholar, you don't want your team to drop too low that your regens can't keep up, so you would use Indomitability or Consolation for AoE healing or Excogitation to keep people above a certain HP threshold. This is because Scholar's raw GCD healing is much weaker in comparison.

    Meanwhile, White Mages excels in burst healing. They have a lot of strong single target heals (Afflatus Solace, Tetragammaton, Benediction) and can do good AoE Healing with Plenary Indulgence and Cure III.

    To play optimally on White Mages, they use Regen as opposed to Afflatus Solace until 74 because Afflatus Solace heals 700 potency while Regen total heal over time potency is 1200. The net gain in 500 heal potency can be used to throw in a couple more damage spells instead. Throw in a Tetragammaton or Benediction, and usually this is enough unless you really need a burst heal, which would be the only time you would use Afflatus Solace. The same goes for Medica II until lv 76 when they learn Afflatus Rapture because Plenary Indulgence + Afflatus Rapture is generally enough for AoE Healing. After they learn Afflatus Misery (lv 74), White Mages rather keep everyone under a certain amount of HP so they can fully utilize Afflatus Solace's heal or Afflatus Rapture's AoE heal as they can both be used for movement due to being instant cast spells and can pay back some of the cost to use as a DPS tool in Afflatus Misery. At this point, Medica II and Regen are more like safety net skills. They are still very potent for healing purposes, but they don't give back DPS, so they take a backseat when trying to contribute more to the party besides just heals.
    (1)

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