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  1. #1
    Player
    AnotherPerson's Avatar
    登録日
    2020/03/04
    投稿
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    赤魔道士 Lv 100

    Any support utility ideas other than heal & shields?

    There has been talk that we don't want to see just another heal and shield skill because we have so many of those already. Personally, another ability with only a combination of healing, shielding, and mitigation is getting not particularly exciting or fun when we have plenty of those already. Assuming we can disregard balance, what kind of support utility ideas that you want a healer to have instead?
    (1)

  2. #2
    Player
    fulminating's Avatar
    登録日
    2022/04/11
    投稿
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    巴術士 Lv 52
    redistribution - like pain split in pokemon. Take the healthy health from someone who's mostly fine and give it to someone who's critically injured
    (1)

  3. #3
    Player
    ForsakenRoe's Avatar
    登録日
    2019/04/02
    投稿
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    賢者 Lv 100
    just having different SHAPES of AOE heal would be the most basic step for this game, and we can't even get that. Pneuma could have been a line aoe like it's damage half is, but nope, everything has to be a circle around player, 15y. no cone aoe heal, no line aoe heal, no 'target this point on the floor' outside of persistent ground aoes like Soil and Asylum.

    Aside from that, the 'mechanic' i'd want to see is a healer that restores it's job gauge by doing damage, then spends it on healing skills, to force people to do damage as the healer and stop their ridiculous 'healers should only heal' rubbish. necromancer could have been the healer that used that (steal life-energy from enemy, redirect it to ally) but we got RPR instead. Alternatively, rework Sage to have more focus on 'heal by doing damage' instead of 'heal by pressing reskins of SCH skills'
    (15)

  4. #4
    Player
    ty_taurus's Avatar
    登録日
    2013/09/15
    Location
    Limsa Lominsa
    投稿
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    賢者 Lv 90
    Reactive Healing - Healing that restores a portion of all damage taken.

    Delayed Healing - Healing that is delivered after a set duration or gets stronger the longer you wait to activate it.

    Drain Healing - Healing based on a percentage of damage dealt to enemies.

    Field Effect Healing - Healing effects that trigger when standing within specific player-generated AoE fields.

    We have individual examples of these, but they could very well be the staple way that a new healer provides recovery, rather than falling back on regen and barrier healing.
    (5)

  5. #5
    Player
    Semirhage's Avatar
    登録日
    2015/05/31
    投稿
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    赤魔道士 Lv 90
    There's an ocean of great stuff out there that's completely off the table because of the way Square has settled into an encounter design pattern: the less the player can interact with the fight the better. There is exactly one "correct" solution to every problem laid before you. This solution is (nearly) always some combination of movement and positioning. That's it. An encounter with gaze attacks where a support could cleverly blind their allies to hamper their view of the battlefield but immunize them from a nasty attack? Unthinkable. A boss that summons an add that needs to be put to sleep to keep it from killing the off tank with its strong attacks? No way. A hard CC that works on anything, but also puts a huge regen on its victim so you have to be selective when you use it? Heresy. You could Reflect enemy spells. Use Float to make your party immune to ground effects. Using Raise to instakill undead would be entirely within the Final Fantasy standard. Teleport weaker enemies out of combat in exchange for no reward. Zombify tanks to make them take damage from heals but immune to killing spells. Provide luck buffs. Enthrall weaker enemies into attacking each other.

    None of the above works in FF14 because those things fly in the face of solving mechanics via moving and standing in the safe spot. Stacking and spreading. Light parties. Moving to the safe spot. Finding the uptime safe spot. In or out. An AOE that hits one half of the room, then the other. Clock positions. People make megathreads bitching about Rescue one of the tamest, least fight-intrusive abilities that can assist allies within the approved "positioning only" paradigm, so it's not like Square doesn't get feedback that the current flavorless gruel is A Good Thing, Actually. Fluid Aura was ground to dust under the heel of this design direction.

    Heals, shields, and DPS+ abilities are what we're down to because that's all you get when fights -must- be solved via burning a boss down while moving and positioning, no further interaction allowed.
    (13)
    2022/12/25 08:54; Semirhage が最後に編集

  6. #6
    Player FireMage's Avatar
    登録日
    2015/08/31
    投稿
    1,050
    Character
    Firemage Li
    World
    Gilgamesh
    Main Class
    赤魔道士 Lv 100
    Quote 引用元:ForsakenRoe 投稿を閲覧
    just having different SHAPES of AOE heal would be the most basic step for this game, and we can't even get that. Pneuma could have been a line aoe like it's damage half is, but nope, everything has to be a circle around player, 15y. no cone aoe heal, no line aoe heal, no 'target this point on the floor' outside of persistent ground aoes like Soil and Asylum.
    This would be a terrible idea
    (1)

  7. #7
    Player
    Absurdity's Avatar
    登録日
    2018/02/28
    投稿
    2,955
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    戦士 Lv 100
    Quote 引用元:FireMage 投稿を閲覧
    This would be a terrible idea
    And why would that be? If the fight design supports it I see no reason why some healing couldn't have more restrictive conditions in exchange for higher output. Claiming that everything needs to be a circle with X radius is just creatively bankrupt.
    (8)

  8. #8
    Player FireMage's Avatar
    登録日
    2015/08/31
    投稿
    1,050
    Character
    Firemage Li
    World
    Gilgamesh
    Main Class
    赤魔道士 Lv 100
    Quote 引用元:Absurdity 投稿を閲覧
    And why would that be? If the fight design supports it I see no reason why some healing couldn't have more restrictive conditions in exchange for higher output. Claiming that everything needs to be a circle with X radius is just creatively bankrupt.
    If you can't immediately see the problems with a certain type of AOE heal range beyond proximity that's on you, not ne
    (2)
    2022/12/25 12:46; FireMage が最後に編集

  9. #9
    Player
    Hazama999's Avatar
    登録日
    2013/08/24
    Location
    Gridania
    投稿
    631
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    賢者 Lv 100
    As stated above, there's very little they could do to make healing interesting that wouldn't involve altering encounter design.
    Honestly the easiest thing they could do is make the damage rotation more engaging..... But that ain't healing.
    (2)


    PGY-3 Family Medicine resident.
    Constantly learning.

    Signature art by @po_yomo on Twitter.

  10. #10
    Player
    flowerfairy's Avatar
    登録日
    2022/08/01
    投稿
    155
    Character
    Agnes Nimue
    World
    Midgardsormr
    Main Class
    学者 Lv 100
    Quote 引用元:Hazama999 投稿を閲覧
    As stated above, there's very little they could do to make healing interesting that wouldn't involve altering encounter design.
    Honestly the easiest thing they could do is make the damage rotation more engaging..... But that ain't healing.
    Yep. The best I can think of aside from changing fight design for unique utility tools is job interplay, which already existed through resource buffs but SE decided to nuke that stuff instead of revamping it.
    The most interesting utility tool we have that isn't a heal or a damage buff is Expedient. Unless we get something that teleports people, I think that's about the best we're getting with current fight and job design.
    (1)

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