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  1. #21
    Player
    Selvokaz's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    310
    Character
    Reiya Rahamos
    World
    Ultros
    Main Class
    Astrologian Lv 100
    honestly, the reason I use AST primarily is because of the complexity and tandem of switching between offense and healing as well as its other benefits, I hate that it's been simplified as far as it has been, Stormblood felt like a nice compromise so that skill cap was lowered enough that new players weren't scared of it but it still had enough of its original kit that it still felt rewarding in higher-level content if you knew what you were doing back in Stormblood, where solo healing something like Tsukiyomi Ex felt like a big accomplishment.

    I don't see there being anything inherently wrong with more difficult to play jobs if the reward for mastering them is substantial and meant to entice players to up their game. Yes, some people will try it and see it's not for them, and that's fine, I don't think just because a job is created to be hard to play but reward you for mastering it that the job is inherently wrong or bad. On the flip side groups then requiring that more difficult job and only allowing someone who is good at utilizing that job into their groups shouldn't be allowed because I know there are some people who will try to calculate fights down to the digit and swear that the challenging content requires the difficult jobs to be used and thus keep other jobs out. Again, everyone plays for their own reasons, jobs that are created to challenge the player while they challenge the content just seem like a natural progression to me again so long as it's rewarding to git gud with said jobs.

    Or I could just be on crazy pills. I dont know.
    (2)

  2. #22
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    I just saw the initial post.

    I didn't though about it, but now that you point it out... How does this make sense :

    Why can we use multiple version of "Cure", but no other version of "Stone" ? This doesn't make any sense at all. Imagine one second, you are an incredible white mage, but you made a "Pokemon" level up, you just throw out a spell for an other (That's literraly what we do each time Stone/Glare upgrade).

    The initial idea of upgrading Cure 1 to Cure 2, and Medica 1 to Medica 2 kinda makes sense, but doesn't solve the problem with healing button. In fact, Cure 1 and Medica 1 have little to no use, even at higher level and are barely used under normal circonstences. The only thing this will do is liberate 2 button, but that can be of some sort of use (I don't think your idea is bad, it's really far from that).

    How about this :

    We add another ressource for WHM based on the element of Glare/Lumen : Light

    Allow Light to be build up when you cast Glare/Lumen, some other ability may grant Light too.

    Change Assize to be only damage at lvl 56, and make it upgrade after "Light" is unlock to be a gauge Spender, allowing Assize to make 400 pontency + variable potency depending on how much light was taken away, depleting the gauge completely and healing people when you actually spend gauge for it, healing will be depend on that. (Assize look like an overflow of light, imo.)

    In the same time, allow to use a "Glare IV", which is a stronger GCD cast, spending gauge in order to not overlap if necessary, adding 1 button to DPS. (Still wonder where did the Glare II go...)

    We could add more thing of course, but as i'm not a healer main, my suggestion could be way off. But I hope this will give some people idea (or at least a beginning of that)


    I completely overlooked about PvP action...

    the WHM pvp's LB and the dash could be used in PVE actually, giving a new identity to the job (and way more fun I guess)
    (0)
    Last edited by TabrisOmbrelame; 05-28-2022 at 08:39 AM.

  3. #23
    Player
    XRuecian's Avatar
    Join Date
    May 2022
    Posts
    11
    Character
    Ruenias Gray
    World
    Hyperion
    Main Class
    Dark Knight Lv 90
    They clearly have room to improve on healer DPS gameplay at least somewhat. They could try to make their offensive kits have at least "some" sort of playstyle, rather than just 1 button dpsing. I don't think anybody is asking for much. It's not like healers need to do double their current DPS, but it would be nice to have a little flavour involved.

    Sage clearly has more offensive buttons than other healers, proving that they can do it and it doesn't break the game. In fact, the design idea around Sage was brilliant. The idea was that you get REWARDED for playing your class properly. By applying a barrier to your tank, and letting it break to get an addersting stack. This incentivizes you to continue putting on your barrier as soon as it breaks so you can continue to earn offensive ability stacks.

    I have basically quit playing Scholar once Sage came out. Even though scholar has some slightly better single target healing potential (because of Recitation+Emergency Tactics). Sage just feels like a much more cleaner Scholar. Their core healing kit is almost identical. But Sage has less button bloat and has more interesting DPS abilities to go along with it.

    I only wish Toxikon had slightly higher potency so you actually got rewarded for using your barriers properly even in single target encounters. As it stands, Toxicon has the same potency as Dosis so in single target situations you don't actually "EARN" anything for getting your addersting stacks. The idea is really good, though.
    (0)

  4. #24
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Maybe a controversial opinion but SGE just feels like a boring version of SCH. Yes, a lot of it is jank, but there's at least some semblance of internal priority in the SCH healing kit. With SGE nothing actually matters, if it's off cooldown good enough.
    (6)

  5. #25
    Player
    XRuecian's Avatar
    Join Date
    May 2022
    Posts
    11
    Character
    Ruenias Gray
    World
    Hyperion
    Main Class
    Dark Knight Lv 90
    I don't really get that feeling at all with Sage. As someone who played both a lot now. Their core healing abilities are basically 1:1 identical. The only differences they really have are their utility skills, which both fulfill different roles better or worse than each other.
    Kardia = Eos Healing
    Eukrasian Diagnosis = Adloquium
    Eukrasian Prognosis = Succor
    Druochole = Lustrate
    Ixochole = Indomitability
    And so on, every base skill is literally a copy-paste. The two classes are exactly the same in their core healing.
    They only really differ when it comes to their niche skills.
    Scholar has more niche skills that benefit burst healing or protecting one target, while sage has a bit more leaning towards AoE focused utility like Panhaima or Holos which can mitigate quite a lot of AoE damage.
    The classes actually felt almost the same to me, i basically put most of the skills on the same buttons and i was able to play sage 90% from muscle memory that i learned on scholar.
    The only big difference i noticed when going BACK to scholar is that:
    Eukrasian Diagnosis/Prognosis (Your Barrier skills) on sage are instant cast, but Scholars Adloquium and Succor are not.
    Technically, Sage still has to wait on GCD when activating Eukrasia, so the TIME difference is the same. But whats NOT the same is that Sage can use both of these skills WHILE MOVING because they are instant cast. This makes a gigantic difference in making the job feel less clunky considering that these are your most-used skills when healing.

    My biggest problem i have always had with Scholar is that once you get to like level 75~ the button bloat becomes overkill. You have a million buttons, a bunch of them are to order your fairy to do some healing /that is the same as another healing skill you already have/. And so it feels redundant. They probably could do better by culling some of Scholars fairy skills and leaving Eos with just two buttons that have a definitive use.
    Even though i like Scholar and it was my first main class, after playing sage, it just feels like a big quality of life upgrade to me. I'm still pushing the same buttons as i do on scholar, except a few things are a bit smoother and i dont have quite as many buttons to deal with.
    Scholar has Recitation though, and that alone is enough to keep it top tier.
    (0)
    Last edited by XRuecian; 05-29-2022 at 10:24 AM.

  6. #26
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    But there's interaction between SCH skills. You want to try hold on to your aetherstacks and rely on everything else first, you want to use all your other fairy abilities before popping union so you aren't constantly interrupting it. You need to know if you really need to go full heal-bot mode and spend everything else before using dissipation (or if it's safe to pop just to get the extra energy drain). I mean that kind of thing.

    What does anything matter in SGE kit? And not just universal stuff like appropriate mitigation/shield/regen/raw healing.
    (0)

  7. #27
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Super_Smiley View Post
    Just want to let others know I'm a casual healer, haven't healed in Extreme Trials or Raids as a healer.
    Now having said that, I think there is a possible alternative to having more dps actions to healers.

    Lets use WHM as an example,
    Cure 1 upgrades to Cure 2. Freecure trait is deleted, and MP adjustment to Cure 2.
    Medica 1 upgrades to Medica 2. Healing potency has increased and also has a regan effect.

    With more healing actions replaced and more simplified, there is more room to add in more dps actions.
    Basically the healing kit will have to be more simplified and the dps kit will have more depth.
    This also makes sure there isn't no button bloat issues later on.
    I hope this something the development team considers, but this my opinion on a solution for healers to have a more interesting dps kit. Curious what everyone else's opinions are.
    The core root of the DPS problem is some people just don't want to DPS as a Healer for whatever reason. The best method to add Raid DPS to Healer Role is to give them all a DPS Support functions that increase party member damage.
    (2)

  8. #28
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Dyvid View Post
    The core root of the DPS problem is some people just don't want to DPS as a Healer for whatever reason. The best method to add Raid DPS to Healer Role is to give them all a DPS Support functions that increase party member damage.
    And Solo content requires that you DPS to clear so they need to get off their lazy ass and use their full toolkit and stop complaining about having to DPS on a Healer because the game is designed with Healer DPS in mind. Holy's stun is meaningless if you don't use it damn it.
    (4)

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