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  1. #1
    Player
    KarmaYraeon's Avatar
    Join Date
    Oct 2022
    Posts
    29
    Character
    Karma Yraeon
    World
    Ultros
    Main Class
    Astrologian Lv 90

    Differentiating healer identities

    I would like to preface this is also heavily an astro rant with a little bit of sage sprinkled in.

    Since the removal of nocturnal sect on astrologian and the release of sage, it feels like the homogenization of healers has somewhat gotten in the way of differentiating what each of them can really provide to a party, beyond simply being a flavour of regen healer or barrier healer.

    While I understand the appeal of doing so, such as helping to guarantee that each healer has the basic tools needed to do their job, or that every healer is always valid in all content, it also kind of sucks when 80% of healer abilities feel so extremely similar to one another, even between subroles.

    While a nonissue at lower levels, it is kind of deflating to play as a healer in higher level content when you compare the diversity of healers vs the diversity of every other job and role in the game. DPS for instance are all extremely diverse and flavourful, and even the homogenization of tanks feels less imposed as it has on healers. As such, it would be nice to see better diversity between the functionality of each healer.
    (2)

  2. #2
    Player
    KarmaYraeon's Avatar
    Join Date
    Oct 2022
    Posts
    29
    Character
    Karma Yraeon
    World
    Ultros
    Main Class
    Astrologian Lv 90
    - Whm
    White mage sits in a pretty good position in terms of identity, given it is the original healer.tm. Its identity as the healer-variant to black mage means that it already has a solid position as a cast-time-reliant healer that provides really high raw potency damage and healing. Its regen is always reliable, and its ability to spot heal and aoe heal both are really strong key points of its kit. It would be nice to see it continuing down this route as the go-to standard, simple-but-powerful raw potency healer.

    - Sch
    Scholar has a solid shield-focused kit, with the ability to reliably throw out extremely strong shields, both on a single target, as well as multiple. It would be nice to see it continue down this route, the more proactive healer to white mage's reactive - reliably providing extremely strong temporary health. It would be interesting if they gave Scholar the ability to soft-stance swap through its faeries as well. One providing the healing it currently has, but the other providing damage buffs or potential, to give it more party tools. A Fey Illumination alternative that increases how much damage nearby enemies take for instance, and a Whispering Dawn alternative that increases ally damage, along with its basic heal and fey union potential as normal. Probably make the faeries an oGCD rather than GCD, even if it means using a double oGCD window to do so. Since it already has multiple tools to manipulate or synergize with its shields, it would also be nice if we got more to do so. A new Tactics ability perhaps that would make using adlo or succor in the middle of combat less of a dps negative. For instance;

    Exploitation Tactics (90s CD,
    Creates a designated area that grants Volatize to party members in the designated area.
    Duration: 15s
    Volatize Effect: Damage to Galvanize causes the attacker to suffer unaspected damage equal to the amount the shield is reduced by.

    Alternatively it could be a pre-cast effect like Emergency Tactics that just applies to the next Galvanize shield cast. Using Deployment tactics might then spread Volatize too.
    (1)
    Last edited by KarmaYraeon; 11-03-2022 at 09:41 PM.

  3. #3
    Player
    KarmaYraeon's Avatar
    Join Date
    Oct 2022
    Posts
    29
    Character
    Karma Yraeon
    World
    Ultros
    Main Class
    Astrologian Lv 90
    - AST
    Astrologian has always been in a rather tumultuous position, and I feel like its aesthetic potential is sorely missed out on in terms of technical execution. Its cards are always changing, and its time bomb abilities lend itself to more of a time mage aesthetic that I feel would help to really cement its own identity as a healer in a party.
    • The timebomb and preemptive abilities of the class such as Horoscope, Earthly Star, Macrocosmos and Exaltation are all incredibly satisfying, fun and unique abilities to use. It would be nice to see more of the kit focus around this style of delayed gratification, since it would also allow for the opportunity to give the class more personal damage which I feel it is lacking. For instance the since-removed Time Dilation would work wonders with any number of astro's current delayed abilities like Macrocosmos or Exaltation, or just extending card effects.
    • The current seal system, while nice with its simplicity, feels far less interesting than the older cards, and Minor Arcana and Astrodyne in general feel dissatisfying or outright bad to use. As an alternative, it would be interesting if Minor Arcana function like old Royal Road instead - A lord of crowns perhaps increasing the duration or power of the next card cast, while a lady of crowns halves the effectiveness, but spreads it to everyone in an area around the initial target (It would also be nice if they added a similar visual effect for astrologian's seals as BLM gets with their astral fire/umbral ice, orbiting around themselves...). It doesn't detract from the class' iconic RNG, but it does instead redirect what the RNG is used on, making it feel more enjoyable to gamble cards.
    • Similarly, Astrodyne feel unimpactful and outright bad to use in many cases. The MP regen is nice, and the casting speed increase is alright, but the damage bonus is practically nonexistent given the job's already low personal damage. Instead, the ability could work like Monk's chakras and nadi's. As a concept; each cast of astrodyne could provide one stack of Harmodyne or Discodyne based on the combination of seals consumed, while Astrodyne itself always gives bonus MP regeneration and spell speed. When cast a second time, it also consumes both stacks of Harmodyne/Discodyne to additional effect. Each stack of harmodyne perhaps sharing 50% of the Astrodyne MP regen effectiveness to allies, increasing healing they receive, and afflicting enemies with a substantial DoT. Each stack of discodyne instead shares 50% of the astrodyne's spell/skill speed bonus to allies, and applies a MCH Wildfire-style debuff to enemies, which can feed off of the dot damage from Harmodyne. Combining them gives the biggest spread of utility, though doubling them up is better for the raw potential of each buff.
    (2)
    Last edited by KarmaYraeon; 11-05-2022 at 02:19 PM.

  4. #4
    Player
    KarmaYraeon's Avatar
    Join Date
    Oct 2022
    Posts
    29
    Character
    Karma Yraeon
    World
    Ultros
    Main Class
    Astrologian Lv 90
    - SGE
    Sage has attempted to bring to life the long-standing idea of having a damage-focused healer. However, I feel like trying to make it a scholar-comparable barrier healer has rather fallen flat on its face. Its shields aren't as strong as scholar, and to use its shields in the middle of combat feels kind of bad, besides pan/haima.
    • It would be nice if Sage pulled away from being a second barrier healer, and instead focused more on its damage mitigation tools, vs scholar's temporary health tools. I feel that reducing damage taken would also help keep Kardia relevant as well, as an ally that hasn't lost any health thanks to a shield isn't getting any use out of it.
    • Kardia itself feels somewhat disappointing compared to the original dream of having a damage-focused healer. While I understand the balance concern, it feels like it tries too hard to keep in line with scholar's faeries. As an alternative, it would be nice if the kardia flat healing was reduced, and instead incorporated a small percentage of the damage the sage dealt overall, with single target abilities of course having a higher % than aoe.
      The idea is that when spamming Dosis, it wouldn't really change how much potential healing the class already provides, but in big pulls with a lot of aoe spam, it can recreate the same healing power fantasy that warriors get through Bloodwhetting. While each cast of Dyskrasia or whatever other aoe might have a lower base healing potency than single target spells, it would very quickly stack up to near-absurd healing for those that manage to keep themselves in the thick of a pull and have solid DPS.
    • On the note of kardia being more reliant on the sage's damage, it would be understandable to reduce how much raw healing power the job has, which in turn could make healing against raidwides or aoes far more difficult. As such, it would be interesting to see them lean more into exploiting kardia interactions, such as the already existing Soteria. For instance, an ability that allows kardia healing to spread to nearby allies as well, or a mitigation cooldown that halves the damage the target takes, and spreads the remaining damage to nearby allies.
    (4)
    Last edited by KarmaYraeon; 11-05-2022 at 02:02 PM.

  5. #5
    Player
    KarmaYraeon's Avatar
    Join Date
    Oct 2022
    Posts
    29
    Character
    Karma Yraeon
    World
    Ultros
    Main Class
    Astrologian Lv 90
    Overall, I feel like healers are in an awkward position in the game. They each have so much potential in terms of realizing an identity, but the homogenization to make sure they are all valid, I feel, has gotten in the way of letting any one healer shine in a particular fashion, beyond strict niche situations. Since healers can't really have the same degree of down time involvement as other classes, such as having damage rotations, it would be nice to see them each branch out more into their own unique fields of healing and support. The idea of 1 regen, 1 barrier healer feels rather contrived and has done nothing to really create options for healers and instead simply taken away cool ideas from those that exist, such as astrologian's nocturnal sect, or other similar ideas such as the potential of making scholar a hybrid healer too through its faeries. This idea of strictly keeping to regen or barrier healer disparities like this also gets in the way of future additions to the role which will simply kick up a whole new mess.

    I look forward to see what the team behind the game has in store for healers both in terms of their kits and identites, as well as content they need to heal for, in the future. I simply hope they consider more branching options than sticking to the same copy-paste template that inhibits having more freedom and options for 90% of the game and its content like it does currently.
    (2)

  6. #6
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    729
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Healers have several problem in base design:

    - One of the problems is down to how damage is applied in this game. Constant damage doesnt realy exist, its nearly always bursts. If this would change, you can have more variety in healers. Currently its realy just down to how much a healer can dish out in healing over a certain timespan.
    - Another issue is that healers do not have a reliable fallback in 4man duties in case they die. A tank can be revived. Yet a healer relies on a select group of DPS chars to achieve this. This means that damage of enemies has to generaly stay low. Because of this, you can rarely create a dangerous situation for a healer. Since if the healer lacks HP to survive and relies on strict healing moments, it is very likely going to cause a deadlock where progression cannot be achieved (causing healers to get kicked for the wrong reasons).
    - If healers get more damage, their damage output becomes a key factor again. For savage this would be fine, but outside of it, it would be a problem. High healer damage must then also be included in the balance, and in turn will cause a healer to drop their healing in favor of damage, resulting in more deaths happening, just because they want to push towards more damage. The current damage is weak, but guarantees that even if the healer is wasting a few too much GCD cycles, that it barely matters. Since 1 dead teammate negates all the healer effort at dps then. This safety means the healer can effectively never get more damage, or it would break.
    - And since dps is low, why give them complex rotations? Its not going to be rewarding. And if they would be, they need to be simplified enough in such way healing can always go inbetween without disrupting that damage. And in the end, you will still be forced to remain weak in dps

    And without those features, this means healers will generaly end up feeling the same.
    (3)
    Last edited by UkcsAlias; 10-31-2022 at 11:43 PM.

  7. #7
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Healers have several problem in base design:

    - snip
    - If healers get more damage, their damage output becomes a key factor again. For savage this would be fine, but outside of it, it would be a problem. High healer damage must then also be included in the balance, and in turn will cause a healer to drop their healing in favor of damage, resulting in more deaths happening, just because they want to push towards more damage. The current damage is weak, but guarantees that even if the healer is wasting a few too much GCD cycles, that it barely matters. Since 1 dead teammate negates all the healer effort at dps then. This safety means the healer can effectively never get more damage, or it would break.
    - And since dps is low, why give them complex rotations? Its not going to be rewarding. And if they would be, they need to be simplified enough in such way healing can always go inbetween without disrupting that damage. And in the end, you will still be forced to remain weak in dps

    And without those features, this means healers will generaly end up feeling the same.

    Sorry, none of what you wrote makes much sense to me:

    1- you're saying that damage has to stay low in dungeons because the healer might be in danger. What? The healer isn't alone, and in a number of dungeons a healer isn't even needed. if a group DOES take a healer, then if the healer is using their tools appropriately with their group, then the healer shouldn't be "in danger" , especially if the healer is also using their considerable tools such as (e.g.) WHM aoe stun that will quite literally stop damage or ofc SCH with one of the best AOEs.
    2- If healers get more - who asked for "high" damage by the way?- where is your evidence that there would be more deaths, since typically things dying faster lead to less mechanics being observed, and less deaths. Not to mention that if we are talking about casual content, those people who don't want to hit those DPS buttons, won't hit them- they don't now, and no one can force them to.
    3- Who has asked for complex rotations? I haven't seen any one yet asking for rotations that are as complex as DPS rotations, however healers in this game have the least complex DPS rotations of any game I have seen, and the least of any job in this game. Your statement of "they need to be simplified enough in such way healing can always go inbetween without disrupting that damage" - well right now there is one button that is hit most of the time. Considering that damage is scripted, someone who is experienced is well pas the point of being able to have more complexity and decision making , and to expand upon that- and consider that healers don't spend all of their time in group content. Not all of their time is thinking " oh noes, will poor Timmy die to the next raidwide if I hit my glare".
    (12)

  8. #8
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    927
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KarmaYraeon View Post
    White mage sits in a pretty good position in terms of identity, given it is the original healer.tm. Its identity as the healer-variant to black mage means that it already has a solid position as a cast-time-reliant healer that provides really high raw potency damage and healing. Its regen is always reliable, and its ability to spot heal and aoe heal both are really strong key points of its kit. It would be nice to see it continuing down this route as the go-to standard, simple-but-powerful raw potency healer.
    I've never quite understood where the "high raw potency healing" image for WHM comes from:

    - Lustrate and Druochole aren't that far below Afflatus Solace, Cure II, and Tetragrammaton.
    - Indomitability and Ixochole are the same potency as Afflatus Rapture and Medica.
    - Adloquium, Succor, Eukrasian Diagnosis, and Eukrasian Prognosis actually come out ahead of Cure II and Medica if you include the shields.

    Or from a different angle, any combination of healers has to be able to deal with "oops, everyone's at 1% HP" mechanics in Duty Finder, so WHM's allegedly high potency heals don't set it apart in the exact scenario where high potency heals ought to mean something, because the party can't rely on having a WHM in the first place.

    I wish WHM were the healer counterpart of BLM, but for me, WHM simply lacks in everything that actually makes playing BLM interesting and fun.
    (14)

  9. #9
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,137
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Pictomancer Lv 100
    Folks please use the LIST tag if you're going to do a numbered or bulleted list so it indents the wrapped lines and makes the list more readable. Long lists just look like walls of texts when they're not formatted correctly. The tags (in straight brackets [ ] ) for a list are...

    For a bulleted list:
    LIST
    *
    *
    *
    /LIST

    For a numbered list:
    LIST=1
    *
    *
    *
    /LIST
    (5)

  10. #10
    Player IceBlueNinja's Avatar
    Join Date
    Jan 2020
    Posts
    525
    Character
    Blade Beoulve
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by KarmaYraeon View Post
    - SGE
    Sage has attempted to bring to life the long-standing idea of having a damage-focused healer. However, I feel like trying to make it a scholar-comparable barrier healer has rather fallen flat on its face. Its shields aren't as strong as scholar, and to use its shields in the middle of combat feels kind of bad, besides pan/haima.

    - It would be nice if Sage pulled away from being a second barrier healer, and instead focused more on its damage mitigation tools, vs scholar's temporary health tools. I feel that reducing damage taken would also help keep Kardia relevant as well, as an ally that hasn't lost any health thanks to a shield isn't getting any use out of it.

    - Kardia itself feels somewhat disappointing compared to the original dream of having a damage-focused healer. While I understand the balance concern, it feels like it tries too hard to keep in line with scholar's faeries. As an alternative, it would be nice if the kardia flat healing was reduced, and instead incorporated a small percentage of the damage the sage dealt overall, with single target abilities of course having a higher % than aoe.

    The idea is that when spamming Dosis, it wouldn't really change how much potential healing the class already provides, but in big pulls with a lot of aoe spam, it can recreate the same healing power fantasy that warriors get through Bloodwhetting. While each cast of Dyskrasia or whatever other aoe might have a lower base healing potency than single target spells, it would very quickly stack up to near-absurd healing for those that manage to keep themselves in the thick of a pull and have solid DPS.

    - On the note of kardia being more reliant on the sage's damage, it would be understandable to reduce how much raw healing power the job has, which in turn could make healing against raidwides or aoes far more difficult. As such, it would be interesting to see them lean more into exploiting kardia interactions, such as the already existing Soteria. For instance, an ability that allows kardia healing to spread to nearby allies as well, or a mitigation cooldown that halves the damage the target takes, and spreads the remaining damage to nearby allies.
    sage can handle big pulls far better than sch its healing kit is strong and like most of what people say in most content barriers arent even needed and overall its shields are decent if geared good did u forgot about holos buff?

    Kardia is also fine since you have all these green dps bots anyways that dont press heals or cure bots who dont dps so this fixes both and its faster than the fairy casting slow embarace and if doing aoe with trash kardia is giving far more hp restore than the pixie and when all people is hurt who does the fairy decide to heal? seem to be its master first then whoever. its saving grace over kardia is when bosses are not able to get targetted for a mech yes kardi is bad else its fine.

    Overall sage I wish people let sage be as this the same old whm/sch vs ast thing where ast was meme for weaker regens and shields till its buffs and ast is now a better whm clone cheaper spells and superior mobility which sge also have over sch high mobility.

    Finally single or aoe wise I give good shields as a sage and my party barely suffers damage so idk this constant sage weak shields thing is irrelevant e dig or prog stack with holos pani hami and kerachole is plenty of damage reduction with regens to boot. Fun fact a crit e diag via zoe and physis and krasis is much stronger than crit alco because fey illum and dissi is only 30% heal increase vs the physis 10 zoe 50 and krasis 20% and i tried both where i fully cover my hp bar with e diag but alco crit only 60%. If they simple give pepis a rework to be like dt to spread e disg then issue fixed.
    (1)
    Last edited by IceBlueNinja; 11-02-2022 at 10:02 PM.

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