? My expert runs with 3 dps are significantly faster. Mitigation and healing is all weaved in, it's hardly an issue to press it when you know the name of a raidwide. You don't stop your rotation for it.The status of healer right now is more like an assurance more than a neccessity, yes you can finish most content without healer, but having them around will make more peaceful state of mind and faster the content to be finished since tank and dps can focus more doing dpsing rather than have to do mitigation or self heal, i use dps or tank if i want to be so focus on content and i use healer to be more relaxed, being healer i can see the mechanic easier since all my rotation is only 1 button most of the time
Tbh. I feel they should remove lucid dreaming and all mana regen abilities or spells and make a 1-3 combo that regenerates mana.
People dying because the healer was doing a damage spell was never the fault of the damage spell, it was the healer.
Just me though.
Originally Posted by Someone
Just because other players play the game. Does not mean you got to be mindful, or careOriginally Posted by Someone 2
The problem ISN'T healers rotation is busted or boring...
I'm all for brainstorming, however I do hope that this never see the light of day.
Lucid is a good button, I think. Has weight and consequence to it but without frustration, I wouldn't want it removed or dumbed down.
If we want any streamlining, then just do it with more DPS smart heals or DPS that opens up instant heals or something. If healing on the GCD is going to be largely pretend, just get rid of it already. Lets not kick this can down the street until 9.0
This is the problem, most of us are willing to accept many solutions but the one told to us across the last two live letters was telling us that healers shouldn't have to DPS or heal. Gee, thanks.
Last edited by Mapleine; 03-01-2022 at 07:52 AM.
I think this would be a good gimmick for one of the healers. Although we kind of already have it with Sage's OGCD Addersgall heals.
Still, giving some of the healers combo tricks is imo a good direction to take things. Make it different for each of them:
* Give AST a 1-2-3 proc, where 2 has a 50 percent chance of proccing from 1, and 3 a 50 percent from 2. Fits with their gambler aesthetic.
* Give SGE a 1-2 ST combo, where the 2 creates an addersting. Also have a ST addersting ability so we have the option to ST or AoE addersting.
* Give SCH a branching 1-2 ST combo, where one 2 has one status effect, and one 2 has another. Encourage them to juggle statuses on enemies kind of like SAM juggles buffs.
* And then WHM could have something more straightforward, I really don't care what. Maybe just a straight up 1-2 ST and 1-2 AoE.
There we go. AST gets two new abilities (2, 3 procs). SGE gets two new abilities (2, and ST addersting). SCH gets two new abilities (two branching 2s). WHM gets two new abilities (ST 2, AoE 2).
Two new buttons each. No new bloat. Substantially more complexity.
This isn't rocket science, YoshiP.
With the comment he made it might as well be rocket science to them. Probably can’t fathom people asking for healers to be engaging in 95% of content lmao.I think this would be a good gimmick for one of the healers. Although we kind of already have it with Sage's OGCD Addersgall heals.
Still, giving some of the healers combo tricks is imo a good direction to take things. Make it different for each of them:
* Give AST a 1-2-3 proc, where 2 has a 50 percent chance of proccing from 1, and 3 a 50 percent from 2. Fits with their gambler aesthetic.
* Give SGE a 1-2 ST combo, where the 2 creates an addersting. Also have a ST addersting ability so we have the option to ST or AoE addersting.
* Give SCH a branching 1-2 ST combo, where one 2 has one status effect, and one 2 has another. Encourage them to juggle statuses on enemies kind of like SAM juggles buffs.
* And then WHM could have something more straightforward, I really don't care what. Maybe just a straight up 1-2 ST and 1-2 AoE.
There we go. AST gets two new abilities (2, 3 procs). SGE gets two new abilities (2, and ST addersting). SCH gets two new abilities (two branching 2s). WHM gets two new abilities (ST 2, AoE 2).
Two new buttons each. No new bloat. Substantially more complexity.
This isn't rocket science, YoshiP.
I don't know how often you play AST, or if you even do, but there hasn't been so much joy over various changes that affected or introduced RNG in AST in EW. Also, having to add procs into a job that already is the busiest with the cards ? Doesn't make sense. If anything, I would add a burst (which AST lacks) on a longish CD.I think this would be a good gimmick for one of the healers. Although we kind of already have it with Sage's OGCD Addersgall heals.
Still, giving some of the healers combo tricks is imo a good direction to take things. Make it different for each of them:
* Give AST a 1-2-3 proc, where 2 has a 50 percent chance of proccing from 1, and 3 a 50 percent from 2. Fits with their gambler aesthetic.
* Give SGE a 1-2 ST combo, where the 2 creates an addersting. Also have a ST addersting ability so we have the option to ST or AoE addersting.
* Give SCH a branching 1-2 ST combo, where one 2 has one status effect, and one 2 has another. Encourage them to juggle statuses on enemies kind of like SAM juggles buffs.
* And then WHM could have something more straightforward, I really don't care what. Maybe just a straight up 1-2 ST and 1-2 AoE.
There we go. AST gets two new abilities (2, 3 procs). SGE gets two new abilities (2, and ST addersting). SCH gets two new abilities (two branching 2s). WHM gets two new abilities (ST 2, AoE 2).
Two new buttons each. No new bloat. Substantially more complexity.
This isn't rocket science, YoshiP.
For SCH, it would be great just to have bane back ( if I recall the skill that allowed us to spread dots correctly).
Aside from that, I do like your ideas to keep some different flavour between the jobs, I don't see that it would add substantially more complexity at all though, it's rather embarrassing that these minor changes are so difficult to discuss with SE.
in all the healers with the cards? So
I think Lucid's jarring design just got amplified by 6.0 AST who has a pseudo Lucid baked into its card rotation. I'd rather have the main gimmick of the healer contributing to MP sustain than a boring generic button on a 60s cooldown that just regens mp and nothing else. Right now you could remove MP cost and Lucid from the healer design and nothing would change at all because this resource isn't really being used properly anymore due to GCD healing being relegated to the last resort buttons. This is the same reason Stamina got removed in the first place so I'm not sure whats the point of keeping MP when it's in the exact same state. Outside of PLD, DRK and BLM, none of which are healers, i haven't been engaged with the MP bar at all. Not even PVP healers, which have a better use for the system.
Why have either do so, as compared to just having higher passive MP regen? The MP on Draw provides literally no difference in gameplay except to punish longer periods of downtime.I think Lucid's jarring design just got amplified by 6.0 AST who has a pseudo Lucid baked into its card rotation. I'd rather have the main gimmick of the healer contributing to MP sustain than a boring generic button on a 60s cooldown that just regens mp and nothing else.
I get that flavor text can look flavorful in its text, but there is no in-practice implication to that added MP on something you would have hit on CD anyways and for which there is no risk to doing so (Draw now cools upon using Draw, rather than upon Play, since they've been decoupled).
Last edited by Shurrikhan; 03-01-2022 at 10:06 AM.
Generally people die because they either outright refuse to do mechanics or are simply new and are ignorant of them. Almost every job has some sort of self healing, shield or damage reduction.
Some jobs have multiple of those 3.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.