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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,410
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Nadda View Post
    I figured that was partially the case. For Scholars.
    OH Yeah we could use two aeros back then... Also Fluid Aura ... I thought I was the only one to use that ability. I don't believe it did any damage though just a knock or if it did only did a little bit. (never seemed to work on anything when it mattered) I never really used it for damage often.

    And I understand wanting to break up the monotony but we got to do better than just want it for wanting its sake.
    There was an individual who wrote here named ForesakenRoe who gave some pretty incredible suggestions but I think tying too many heal effects to dps abilities would make playing healer even more boring for people because you'd be dishing out so much healing with your damage that it devalues your decisions/agency you have while healing.

    I was looking back into WoW for maybe some inspiration but that doesn't translate over well with how FF14 GCD works. Like if it was more dots would that be sufficient? Just to keep tabs on something?
    I listed all that monk stuff from WoW not as examples of what to do here per se, but 'how WoW has a 123 combo that has interactivity with the healing side of it's kit'. The main issue here to me is not just 'spam one button for damage is kinda boring', which, dont get me wrong, it definitely is boring as hell, but also that the 'DPS time' and 'healing time' feel completely disconnected on most of the healers. You don't have to swap stances with Cleric Stance anymore, but it still feels like we 'mentally swap' from a healing phase to a DPS phase. Instead, what I was listing was ways WoW makes these two phases work in tandem, doing damage helps you heal. A simple example I can think of off the top of my head, imagine WHM healed in an AOE around itself for 50 potency (medica2 ticks are 150 for comparison) each time it hit an enemy with Glare, while the enemy had Dia on it. It's not much, but it helps to passively regen HP on people, incentivizes keeping your DOT up on the target, and rewards doing damage with 'it helps your healing'.

    Unless you mean the thread I made and posted a huge WHM idea in, in which case, no, you wouldn't heal directly by doing damage in that idea, you'd build a new gauge that you spend on a heal. WHEN you spend that heal is still down to you the player, you can hold it for burst 'I need to heal NOW' moments or you can spend it to stabilize the party as they are taking slow chip damage from some environmental thing like the fire rain in P3.

    You say 'tying healing effects to our damage would make playing healer more boring' because 'it would devalue decisions/agency' but I'd argue the opposite: It'd make healing exactly the same for people who dont care to optimize damage, because they'd still be able to hit Medica2 whenever they see a raidwide hits, but the people who want to optimize the hell out of their class would find new interactions and tools to play with, to try and reduce the amount of healing GCDs needed to spend on healing. Can they afford to let this passive 50 potency heal effect tick everyone up in time for the next raidwide, or is the gap too short and they have to spend a lily on Rapture? Stuff like that. I've been very clear with my ideas, suggestions, etc: I do not want to make it harder for 'casual players' to do the job of 'keep the party alive'. Instead, the ideas I vouch for keep the job of 'keep party alive' as simple as it currently is, and only add to the DPS or Buffing side of things. It's a fallacy that keeps coming up, that 'new players wont be able to keep up with the extra complexity', but I keep saying, they dont need to because they're new players. By the time it matters, they're in Savage content. Not exactly the place to 'protect the poor precious new player' healers.

    If we're gonna steal anything from WoW though, please let us steal their DOT tick system, where it's every 2sec and haste (spellspeed here) affects the rate they tick at, not just the strength

    Quote Originally Posted by Nadda View Post
    That being said - You can't exactly have 4 completely* unique healing classes without them overlapping each other and running a game it's not very practical.
    If you look at tanks, they have insane overlap, a 30% 2min CD (learned at level 38 on every tank, no less), all have rampart, all have a short, mostly 25s CD with Heart of Corundum/Bloodwhetting/Sheltron (TBN has it's own quirks), a 'party mit' CD with Veil, Veil-but-better aka Shake, and then DRK and GNB's is functionally identical. Their mitigation kits are hilariously homogenised, because that allows the devs to create an encounter and know for sure 'ok every tank can get through this with their mitigation kit'. Where the tanks are able to seperate their identities a bit, is how they do damage. PLD has a DOT to maintain with Goring Blade. WAR's all about the crits. DRK's a doubleweave monster at every 2min window. GNB has it's cartridge combo and Continuation weaving.

    Now we look at healers. As Skellington pointed out, it's a pretty telling thing that for SGE you can just place it's skills in the same place as SCH skills on your bars and it works out. Ixochole is just Indom. Kerachole and Soil are the '10% mit bubble' skill. Pepsis is 'Emergency Tactics but after the shield is applied'. Druochole is Lustrate. Holos used to be Fey Blessing, then they attached the 10% mit to it between Media Tour and release (it used to be on Pneuma lmao). You can even look at the learn levels of these skills and transplant them pretty close. Physis is learned at the same level as Whispering Dawn, Holos and Fey Blessing, Ixochole and Indom, Rhizomata and Recitation (both give 'one free use of gauge spending heal' i guess?), list goes on. This would be okay, if the healing kit was homogenized and the identity was formed by the DPS side of the kit, like tanks. But it's not, because all four healers are 'Apply DOT, spam nuke skill'. Yeh it's cool we have Phlegma, but 3 GCDs per 2 mins that aren't Dosis does not make it suddenly 'epic engaging rotation poggers'.


    Quote Originally Posted by Nadda View Post
    Which is ironic because Sage has multi dots for damage.
    Name two.

    Quote Originally Posted by Thoosa View Post
    If only we had the incoming damage to handle like WoW and healers were like resto shaman or Druid - multiple dps buttons, and replace boring op OGCD heals with situational ground items and single target heals. We would be then busy with healing AND dps, and getting good dps in would then actually be a challenge. Don’t see it happening though.
    I'd personally love it if we had to heal more, if MP management was a skill we healers had to use again, Piety is an actual consideration instead of 'we can run base Piety easily lmao just stack Crit', and even regular dungeons hit hard. But we're not in that world, and we can't go to that world because if we did, the casual players who are used to THIS world, where EX roulette can be completed with a WAR and 3 dps (no healer) would not be able to keep up. Like Cataclysm Heroics all over again. So that's why I advocate for making the DPS side more interesting. Less skilled healers won't be affected by the changes because they won't be doing optimal DPS anyway, and more skilled healers who want to optimize their damage will have new ways to optimize. It's only this hypothetical 'midcore healer that somehow clears Savage but also isn't competent enough to press a different button every 6th GCD instead of Glare' that wouldn't keep up, and well, they don't exist. And if they do somehow exist, they probably shouldn't be in Savage, there's much more complex stuff in there than 'one extra button in your rotation' to worry about.
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    Last edited by ForsakenRoe; 11-09-2022 at 07:58 PM.