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  1. #1
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by LeonKeyh View Post
    Taking healers and stripping down the healing kit and expanding upon the DPS kit seems to be a perfect solution to what they claim they want to do with healers.
    We even have proof it would be a successful endeavour, as we can see from the new PvP overhaul. While it isn't perfect it still manages to make most jobs, especially healers- distinct in identity. WHM is unga bunga, SCH focuses on DoTs and utility, AST has old cards and Double Cast and SGE is a DPS focused glass cannon.

    I do concede that PvP is entirely different from main content and warrants a different design philosophy, but it still stands that healers can easily have all of this without sacrificing anything from current PvE gameplay.
    (8)

  2. #2
    Player
    Elesh's Avatar
    Join Date
    Apr 2022
    Posts
    143
    Character
    Eleshakai Eraia
    World
    Diabolos
    Main Class
    White Mage Lv 90
    I am largely in agreement with the idea some have posted that they should make healing and dpsing more tied together for healers, and in doing so, make healers have more moment-to-moment involvement in the game.

    Probably the easiest example would be to make freecure tied to Glare instead of cure 1. But a more elaborate idea for white mage specifically(since I'm most familiar with white mage) would be:
    Every time you deal damage, you accumulate a secondary gauge. This gauge empowers a second nuke skill they add(let's call it 'Blood Glare'. If the second nuke skill is used with more than 80% of the gauge full, it makes your next healing lily OGCD.

    But I think this game does need something to help:
    1) Make new healers realize dpsing is a part of their job.
    2) Make the decision process on healers a bit more involved in terms of dps.
    3) Add a bit more excitement to moment to moment gameplay for healers when things aren't going horribly wrong.
    (1)

  3. #3
    Player
    Fukuro's Avatar
    Join Date
    Sep 2013
    Posts
    764
    Character
    Oneiron Fuchs
    World
    Ragnarok
    Main Class
    Archer Lv 90
    I‘ve recently been playing Crystaline Conflict a lot, and it‘s kind of funny to see that healers with about 6 skills compared to the about 16-20 they normally have feel way more distinct and fun to play and actually seem to have their own identity.
    (16)
    Last edited by Fukuro; 05-20-2022 at 07:16 AM.

  4. #4
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Fukuro View Post
    I‘ve recently been playing Crystaline Conflict a lot, and it‘s kind of funny to see that the healers with about 6 skills compared to the about 16-20 they normally have feel way more distinct and fun to play and actually seem to have their own identity.
    It is amazing, isn't it? Part of it is because the bar was so low in the first place, but the other half of it is that they actually designed the jobs' kits with the game in mind. Although things can still use some tweaks, the general spirit of the PVP kits are pretty damn great.
    I sincerely hope they expand on them for use in any upcoming side modes they bring forth in the game, like the Criterion Dungeons or, if they happen to bring in a new Eureka/Bozja.
    (6)

  5. #5
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    959
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by MintnHoney View Post
    It is amazing, isn't it? Part of it is because the bar was so low in the first place, but the other half of it is that they actually designed the jobs' kits with the game in mind. Although things can still use some tweaks, the general spirit of the PVP kits are pretty damn great.
    I sincerely hope they expand on them for use in any upcoming side modes they bring forth in the game, like the Criterion Dungeons or, if they happen to bring in a new Eureka/Bozja.
    I'd like this. Limit my kit in a PvE instance akin to PvP's for more fun? Yes.

    However, I still want actual PvE content to get a similar treatment. I said in Shb caster was what I thought all roles should be:

    BLM, RDM and SMN felt widely different from one another and in the role there was something for everyone.

    I don't understand why that isn't shown through out the rest of the game. All 3 were 100% viable with their different playstyles and while SMN's didn't persist in EW (and I have my personal opinions on that that I'll keep to myself) RDM and BLM not only survived but seem (as my BLM is lv50 on an alt somewhere) to have built upon their playstyles in ways the mains like.
    (7)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  6. #6
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Best overall job design (IMO) would be the more you DPS, the more you heal.

    Something along the lines of:


    WHM - Casting damage spells increases Lily generation rate
    SCH - Casting damage spells gives a stackable buff which increases the amount your next healing spell heals for
    AST - Casting damage spells decreases the cooldown on healing CDs (e.g. ED)
    SGE - Casting damage spells builds synergy with Kardia which increases the amount healed; Using a non-damage GCD resets the stack


    Ideally, I feel like you should reward people DPSing by needing even less healing. That would explicitly show that as a healer you should be DPSing (not that SGE hasn't already unsuccessfully done that) while making it "easier" on people that actually do that. I think that 6 DPS GCDs and 4 healing GCDs should ultimately heal more than 10 healing GCDs


    Definitely shouldn't reward healers for overhealing.
    (5)

  7. #7
    Player
    akasha_arts's Avatar
    Join Date
    Apr 2022
    Posts
    12
    Character
    Akasha Arts
    World
    Mateus
    Main Class
    Scholar Lv 90
    Just wanted to throw my 2 cents in that healers should have a better DPS rotation. All of them basically boil down to 1 DOT and 1 single target attack with some healers getting a occasionally pressed DPS ability for razzle dazzle.

    I think something similar to what tanks have for dps rotations would be nice. A 1-2-3 combo with that leading to bigger burst attacks.
    (9)

  8. #8
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by akasha_arts View Post
    Just wanted to throw my 2 cents in that healers should have a better DPS rotation. All of them basically boil down to 1 DOT and 1 single target attack with some healers getting a occasionally pressed DPS ability for razzle dazzle.

    I think something similar to what tanks have for dps rotations would be nice. A 1-2-3 combo with that leading to bigger burst attacks.
    I'd actually prefer it be proc-based like RDM and DNC, that way there'd be no interrupting rotation when needing to throw an emergency heal or raise, and the unpredictability of it would not make it feel like the 111111111111111 rotation was just replaced with 123123123123123 instead
    (3)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  9. #9
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Well there is *one* small bonus to overheal = damage. It's not enough to make me want it, but it'd be entertaining nonetheless. Could you imagine the spittle-flecked rage that would come from "I heal ONLY!" crowd? Now you're FORCING them to either heal carefully between their dance emotes or they might...deal a little damage. *agonized wailing*
    (11)

  10. #10
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    It boggles my mind that SE won't give one of the healers the ability to indirectly do DPS by way of throwing GCD buffs onto other party members. It ticks so many boxes that I can only assume that it's sheer laziness that it hasn't been attempted properly.

    It instantly solves the 'I want to be a healer and not DPS but still want to contribute' head cannon.

    It offers up a legitimate alternative style of play, something that's sorely lacking within the role.

    Remember Lamitt's fire arrow augmentation from the 1.0 cinematic that the CGI team took the liberty of adding in? Yeah.....

    It's a concept that has so much room for interesting mechanics and positional goodness that healers otherwise never get to see.
    (14)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

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