Between this and other characters I main or at least nearly main every job, so I guess I'll just go with some of the broader points:
For shield healers, I'd like to see partial shielding, as to make it less strong as a means of cheese (e.g., nullifying otherwise lethal mechanics) while still allowing it some significant total mitigation. For instance, a shield might apply a heavy Defense buff, but time and every point of damage thus mitigated would sap away at that added Defense, reducing its percentile mitigation until there's nothing left (pretty quickly when absorbing a large hit). It'd still act much as before in that you'd want to time to just before the big hit, but it would effectively last longer without increasing its maximum eHP increase as it would apply against a single blow.
For healers in general, some actual mechanics to weave in and work from. Imagine, for instance, if back in the day WHMs' Cure I had successively empowered their next Cure II cast, and recent Cure II casts their Cure III. That would be something you could actually bank into in preparation, making healing feel like more than merely scheduled oGCD click-offs or even mere throughput-centric whack-a-mole, or true healing (i.e., beyond shields) something that is dealt with only reactively. Additionally, offense should have curatively-interactive mechanics and vice versa, albeit in a rather flexible manner that doesn't invite waste or set combos. No further oGCD heals, and perhaps even the present ones consolidated slightly and made more interesting and integral. Instead, further offensive skills are returned, sometimes with bundled utility. Moreover, maximal healer DPS (e.g., theoretical with zero GCD heals) should be increased slightly -- say, to some ~80-85% of that of a DPS, up from some ~70%, albeit at notably greater complexity.
For tanks, I want agency again. That could come from revitalized stances, sure, but even more than that I'd like to see resource and uptime expenditure offer us synergetic/banked and immediate opportunities for both offense and defense. Passive mitigation should be decreased and maximum damage increased. (Aside from this, I'd like to see fight designs make more use of tank positioning rather than relying on auto-centered or auto-positioned mechanics.)
For DPS, I just want to see bloat (e.g., Form Shift and Meditate, which could be better handled passively anyways*) removed and core mechanics actually give some real and reaching substance. Or, if I could dream, I'd see our present "combos" scrapped in favor of actual combos between individually worthwhile skills (rather than using up to 8 buttons and 10 button-presses to preform a single, inalterable decision's worth of action).
*
By making Meditate passive, you could free up The Forbidden Chakra (and Enlightenment) to be castable at any amount of available Chakra, for proportionate effect. This passive Meditate would simply generate Chakra continuously whenever the global cooldown is not active, at a Chakra every half-GCD's time, just as it does when pressed. It'd just do so in a smoother, more granular fashion, since progress towards the next Chakra would carry over to the next time one's off the GCD.
Meanwhile, by just allowing Opo-opo its bonus immediately, Form Shift can be replaced entirely with just a mechanic by which either (1) using a Form causes it to weaken for 2 GCDs or (2) using a form different from the last two used generates a stack of a buff, stacking up to 2 times. Perfect Balance would of course prevent said debuff or guarantee said buff. In this way, one is still more or less forced to cycle between all three forms, but one can enter combat from any form and exit Perfect Balance into any improved form without the need for Form Shift.


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