Give us back Bane and Miasma, just as a treat.
Give us back Bane and Miasma, just as a treat.
With the addition of Sage and already having wmage & Ast, they could fix what they claimed was a difficult decision when tying two classes together and get rid of sch at this point.
While I like my sch, literally every other healing job covers everything sch does, better
I'd love to see Sch go back to its roots, with more dots and bane. Nerf their healing to make up for it. All this not to a degree that Sch can't function as a healer anymore, but it could work for content where a healer with more offensive options is in demand.
And then, make healers have to heal more, so the "pure healers" have a reason to exist.
I have mained sch since it was put into the game. So like forever, and usually I am happy with or can at least be content with the things it gets. My initial reaction to it compared to most all of the other jobs in the trailer made me.....very upset. I’m sure it will still play fine and still be able to handle any content, but compared to its sibling barrier healer, which looks absolutely amazing, it looks like they said meh. This Sage healer is new so let’s let it look very cool and have all the the attention on it. Scholar doesn’t need it because a lot of people love it and it plays very well.
Last edited by Ultaniku; 09-21-2021 at 06:52 AM.
They should have made SCH a full-dot class.
Art of war 2 better has Dot effect.
Last edited by Kahnom; 09-22-2021 at 02:27 AM.
The SCH is easily the worst job in the game...I honestly hoped they would revert it back to the very good state it enjoyed during 4.0.
Very few scholars like this current iteration; virtually everyone hates broil-spam.
It's pretty unfortunate to me that instead of adding back more DPS actions to Scholar (but also for other jobs too honestly) for reasons already stated earlier in these forums, those concerns seem to have been ignored in favor of adding a Super Peloton ability that, while not necessarily a bad thing, wasn't nearly as widely asked for.
Right now, there appears to be a subjective playstyle by some healer designer to heal extremely frequently, one that I feel is also unfairly (and not successfully) being enforced onto players who like balancing DPS and healing capabilities; I haven't seen this level of intended restrictions applied to tanks or DPS jobs, and that's what I personally perceive. Players and developers won't always have a shared playstyle preference, but that's not the fault of the players and shouldn't lead to said players feeling punished or repeatedly ignored.
The problem, as many have stated, is that many encounters rarely need continuous healing, instead just having some intermittent healing checks or players frequently being close to full HP, and it's not efficient to constantly heal people every time they get a papercut when it's more productive to contribute damage toward the enemy in many cases.
Regardless of which is more wanted, one of two changes needs to happen:Simply lowering how many DPS actions that a healer has, or lowering the potency of Energy Drain, isn't alone going to convince them to do unnecessary healing more; it's just going to make the frequent attacks much more repetitive.
- Battles need to be generally redesigned to justify more continuous healing. (This seems harder.)
- More DPS action variety needs to be added so that healers don't get bored using the same two or so actions almost nonstop for a large majority of a fight. Pushing a button once every two minutes for a short-term debuff isn't significant enough to change this either.
Sincerely, a green DPS who has been reluctant to play as a healer for a while now... Sage may change that though.
Do we know Sage is the only 6.0 healer with more DPS buttons? Forgive me if I missed it, but I don't remember them revealing the other healers kits.
How do we know what SCH's 6.0 DPS game looks like?
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