Healers:
- introduce them to their Buffs and mitigation tools alot earlier in the game, rather than in Endgame content only. Skills such as Expedient, Aquaveil, Collective Unconcious and so on, should be introduced way earlier in the Game so that Players learn the importance of said Skills early on and get familar with them.
- better or even multiple ways to cast Res. While swiftcast Res is good by any means, i think it would be far better in design, if Healers had also a Res Skill (on a VERY long CD, like 10+Min) that revives the Healer himself if he dies during the duration of the Skill back to full HP/MP.
- design Healers in a way, where they dont have (outside of passive Skilltree adjustments on the Players side), a overbearing amount of Healing abilities, Currently they have 14-18 of those and i think half the number with currect adjustments on Potencies, casttime and CD would cover for every content just as well.
-give the Esuna effect to Physick, Cure 1, (Aspected) benefic and (Eukrasian) Diagnosis.
- just my own opinion on this, but AST should become HoT focused.
Tanks:
- same as Healers, certain Skills should also be introduced alot earlier on, such as Sheltron, Cover, Oblation/TBN or Aurora (on Auroras matter, only if it grants heals by precentage)
- Shirk should be reworked in a way, where it diverts ALL enmity to the target and is avaiable for tanks at lv10-16 already (so that Tank swap can be introduced way earlier into the game)
- The amount of Tank CD's such as Rampart and its clones, should be reduced and instead, we get 1-2 CD's that reduce damage, that can be used in return more frequently (one being
The Deeps:
- should get Skills such as Mantra from MNK or Tactician from MCH (which only exist to ease the burden of Healing) removed and replaced with Skills that fit the Job more.
- Rotations, should be designed in a way, where they work similar like in PvP, on one Button (ONLY when DPS Jobs get compensated with additional new Skills for active use, to cover for the "loss" of pressable Buttons)
- Res from SMN and RDM, while being a powerful tool for preventing Wipes, should be more limited (like Res being on a 2Min or longer CD). The reason for that, is that Ressing is a Healers duty and Healers should be, better at this than a Caster Dps.
Why even bother doing this?:
- The reason why certain Skills should be avaiable early on, is so that new Players learn about their importance early on. This could in theory, even improve Gameplay, even in ARR/HW
- One of the reasons why, is to allow customisation to a certain degree from the Players side.
- Changes such as this, would even allow Dungeon mechanics early on, to be more intense without even being too overbearingly difficult ( a example for this, would be like the old Coincounter fight where he had nontelegraphed attacks. Imagine during that fight, having a SCH that could use Expedient).
What do you guys thing of such changes? Do you think anything would improve or even get worse? How would you change the way how Skills were distributed if you would get a say in this?