While not tied to dps, SCH had a freecure with sacred soil, and in SB "quickened aetherflow". they got rid of that because "reasons" ?
I think all that's left is freecure and enhanced benefic.
I'd go with 4 or 5 ; make it busier and most importantly fun.
In this situation, would you consider Afflatus Misery a reward? When you say passive lilies you want them to slowly bloom over time with or without doing anything? or did you have something else in mind?This is done by rewarding the healer by playing the job as intended, and that is done through interactive gameplay in order to acquire the resources to use rewarding skills.
This is why simply giving me more DPS skills to press, or the game pumping out more raid damage won't do a whole lot to change the state of healing. I want those DPS skills to be given to me as a reward so it feels better to press them, and makes it more evident to me when I am doing things wrong because they are not available.
This just wouldn't work at the level cap in expert dungeons as things are. I'm sorry, but you simply do not understand how this game plays at a vaguely competent level if you genuinely think this is a viable option that isn't basically just you believing that healers are purely there to simp for you whilst you play the 'hero'.
Here's why:
In the first Paglthan log I have to hand on WHM, I cast 32 healing GCDs (14 of which were mid pull regens) and 18 healing oGCDs. That's over a 13:08 run. That works out to a button press every 24 seconds.
My CPM in that run was a little over 22, your suggestion would drop it down to a little over 2. Time to load up Netflix. Feel free to /yell and <se> spam if you need a heal, I'll be watching the second screen![]()
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
Your healing to much, tell the tank to pop their invul more often. I believe in you, you can get it under 1 CPM.This just wouldn't work at the level cap in expert dungeons as things are. I'm sorry, but you simply do not understand how this game plays at a vaguely competent level if you genuinely think this is a viable option that isn't basically just you believing that healers are purely there to simp for you whilst you play the 'hero'.
Here's why:
In the first Paglthan log I have to hand on WHM, I cast 32 healing GCDs (14 of which were mid pull regens) and 18 healing oGCDs. That's over a 13:08 run. That works out to a button press every 24 seconds.
My CPM in that run was a little over 22, your suggestion would drop it down to a little over 2. Time to load up Netflix. Feel free to /yell and <se> spam if you need a heal, I'll be watching the second screen
Ok jokes aside. SCH could literally afk follow tanks or dps in the lower dungeons and just have fairy do all the healing. This lack of a need for consistent healing is why healers forget to heal sometimes.
It's not just the lack of healing, it's also how boring it is to spam 1 button. When 70% of your gameplay consists of spamming the same button you start to zone out, it literally becomes so boring that you can't focus on the game which then leads to people forgetting to heal when they actually need to for once.
I've even had that happen on warrior. Farming a savage fight that I've done like 30 times (only counting the pulls that were actually kills), with warrior's less than stimulating rotation, made me zone out and simply forget the mechanic timeline, getting me thrown off the platform.
And warrior still has significantly more going on than healer gameplay most of the time.
Last edited by Absurdity; 10-12-2021 at 08:55 PM.
Oh I know a healing/tank change I want. Getting a person in the job team that plays tank and healer, so we don’t have 3 damage dealer player that have no clue how to design fun and challenging healer and tank kits. At some point you would think they bolster the ranks for how successful the game is.
3,
+ more team buff skill for heal
+ revert back to the time we have to use Repose/Esuna and have to manage our MP
@OP: agreed on all but the first point, since if healers are made busier--class resource management (lookin at you fairy guage, who as of the 6.0 sizzle reel has only a single skill using it in all of SCHs kit), meaningful party buffs or enemy debuffs, higher incoming damage/healing requirements--the lack of offensive options would theoretically be fine remaining vestigial, since it'd be the lowest on the list of priorities, and hopefully those more important ones wuld take up the large majority of time.
What you said is true but I do not agree that it's a good direction. I think healers existing ONLY for filling HP bars and buffing teammates in instances is terrible design for an MMORPG. Giving healers more varied and rewarding offensive options makes it feel way better to optimize healing. The "reward" for being a good healer should be helping the team deal more damage (either through more pdps or buff/debuffs) and not just keeping the team alive like a slave. This is also where heterogeneity can help. We can have selfish healers like Sage and buff healers like AST.@OP: agreed on all but the first point, since if healers are made busier--class resource management (lookin at you fairy guage, who as of the 6.0 sizzle reel has only a single skill using it in all of SCHs kit), meaningful party buffs or enemy debuffs, higher incoming damage/healing requirements--the lack of offensive options would theoretically be fine remaining vestigial, since it'd be the lowest on the list of priorities, and hopefully those more important ones wuld take up the large majority of time.
Also, give it a thought about open world. This is an MMO with a beautiful world to discover, I doubt a lot of the players want to be useless on their own spamming 111111 for a fraction of other players' damage.
increased healing requirements was only one of the angles they could decrease downtime (and therefore need for dps variance) with, but i get what you mean. it's certainly not very fun or interesting when doing anyhting solo as a healer with a gimped dps kit yeah (scholar used to be fun because of just that reason, even)What you said is true but I do not agree that it's a good direction. I think healers existing ONLY for filling HP bars and buffing teammates in instances is terrible design for an MMORPG. Giving healers more varied and rewarding offensive options makes it feel way better to optimize healing. The "reward" for being a good healer should be helping the team deal more damage (either through more pdps or buff/debuffs) and not just keeping the team alive like a slave. This is also where heterogeneity can help. We can have selfish healers like Sage and buff healers like AST.
Also, give it a thought about open world. This is an MMO with a beautiful world to discover, I doubt a lot of the players want to be useless on their own spamming 111111 for a fraction of other players' damage.
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