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  1. #1
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100

    How would you rework healer LB1 and 2?

    Or would you at all? Other problems with healers aside, I think healer LB1 and 2 are practically useless. I dont think i've used either of them... ever. A huge AoE heal with no side effects is about as useless as it gets in 14 now. So how would you change heal LBs? Personally, I'd make LB1 a 6 yalm AoE raise that gives everyone touch of death and puts them at 20% HP. LB2 I'd make a 10 yalm AoE raise that gives everyone weakness for 2 minutes. This probably would only be reasonable if you took raises away form summoner and red mage (that's a rabbit hole all its own) because keeping things interesting/difficult with that many raises in the game would be pretty hard. Thoughts? Ideas?
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Increase damage intake, heavily enough that GCD healing and MP can seem like actual non-trap/waste buttons/mechanics, then...
    LB1: Uptime cost / animation lock greatly reduced. Effect doubled.
    LB2: Effects of LB1 + additionally generates reduces damage taken by 15% and grants a HoT that that heals for a total of 50% of HP. Uptime cost / animation lock significantly reduced.
    LB3: Atop its current effect, cleanses Weakness and degrades Brink of Death to Weakness, but players already afflicted by Weakness still resurrect with Weakness (rather than it worsening to Brink of Death), etc.

    Quote Originally Posted by SargeTheSeagull View Post
    Personally, I'd make LB1 a 6 yalm AoE raise that gives everyone touch of death and puts them at 20% HP. LB2 I'd make a 10 yalm AoE raise that gives everyone weakness for 2 minutes.
    Personally, I don't think it's worth it to give the skill a unique Weakness duration nor to double the penalty; that would just weirdly allow your LB... to grief you.

    I also wouldn't give it a limited AoE range, as that just wonkily encourages corpse-piling. Just have the the LBs grant each downed party member the option to be Raised, with LB1 consumed by the first taker and LB2 by the first 2, without removing what other options they may already hold and being overriden by whatever other Raise options that may receive after.

    (If doing that, though, you'd probably also want to have LB3 cleanse all Weakness / Brink of Death.)
    (2)
    Last edited by Shurrikhan; 08-16-2023 at 01:36 PM.

  3. #3
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    LB1 = Restores 50% of max HP instead of 25% + inc MP Regen buff (10s)
    LB2 = Restores 60% of max HP + Barrier/shield that reduce DMG by 20% for (10s)
    LB3 = Restores 100% of max HP + Revives dead players + Barrier/Shield that reduce DMG by 60% for (5s)
    (1)
    Last edited by Zeastria; 08-16-2023 at 01:07 PM.
    SCH/AST/DNC/VPR/SMN

  4. #4
    Player
    Raraka's Avatar
    Join Date
    May 2022
    Location
    Limsa Lomisa
    Posts
    262
    Character
    Raraka Raka
    World
    Brynhildr
    Main Class
    Warrior Lv 100
    I would make LB1 have 2 uses

    Non-targeted: heal for 50% of current missing health to everyone on range, so effectively diminishing returns the more HP the group has when you use it; Usefull for a panic moment but not too overpowered

    Targeted: Res the target to full HP with no weakness or brink (If they had it from a previous death, they can keep it as a treat) on the caster's location

    For LB2 a similar thing

    Non-targeted: Heal over time and light mitigation. Could be usefull on raidwides with bleed and such

    Targeted: spends one of the LB bars to do the same as LB1 Targeted proposed above

    I mostly picture this being a Dungeon used thing. Where a tank dies mid pull and a quick LB gets them back up to carry on, instead of waiting for them to accept a res that you swiftcasted while running from the enemies
    (0)

  5. #5
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,338
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    IDK, it's hard to do anything with healer LB because of how 'all or nothing' the LB3 is. Nothing can remotely come close to the power level of 'you res everyone instantly'. So my trash suggestions would be:

    I'd make LB1 heal it's current 20%, restore 2000mp to healers/casters (not other jobs, we don't need DRKs cheesing parses with LB padding) and additionally a 300p regen for 15s (for comparison, it'd be equal to 'Regen but on everyone', or 2x Medica 2)

    I'd make LB2 heal it's current 50%, restore 5000mp to healer/caster, and additionally a 500p regen for 15 sec

    And I'd reduce the animation locks on these LBs to be a lot shorter, such that 'saving the run' is more doable. Nothing like raising everyone in time for a mechanic, only to have their corpses aim said mechanic at you because neither you nor them are able to move. If they wanted to be extra interesting, they could have only WHM and AST have the regen, and SCH/SGE get a shield equivalent, but I feel like that steps onto the Tank LB's shoes a bit potentially
    (4)

  6. #6
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    My idea for reworking:
    Healer LB3 full team revive with proper health
    Healer LB2 full team revive, but just regular revive (low health and badge so still reduced damage), alive people get full health.
    Healer LB1 full team health

    The LB2 while doing a team revive suffers from the part that any raid wide damage is generaly still going to cause a wipe since players lack health. Forcing the healers into making sure the healing can be done. This means there is still a significant chance upon people dying (and getting an even bigger nerf in damage). This number of badges is almost guaranteed to cause issues with enrage mechanics, and therefor shouldnt make it too overpowered there.

    LB1 is for just regular dungeons, making that a full team revive might be nice there, but conflicts with raids as that would remove the balance there. And just like the tank LB, its generaly not a good sign if the LB is even needed for this to begin with. LB1 idealy is just dps only. And if that cant be done, so be it. For the healer (just like the tank), boosting survivability is as far as you can go here. Adding too much power here would break balance at many other parts (too much power here and it might make potential failing of mechanics a tactic, and that includes deliberate deaths).

    LB1 to me is just a treshold for regular dungeons to at least have the button available and get people used to using lbs. While lb2 and 3 are the real important ones.
    (0)

  7. #7
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    412
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Am I on the wrong forum ?

    How comes nobody suggested adding damage to healer's LB ?
    (0)

  8. #8
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Calysto View Post
    How comes nobody suggested adding damage to healer's LB ?
    Because while the game is excessively oriented about damage, it makes no sense to put damage on a healer when you have dps jobs. If healers would make equal or more damage than a dps, its just plain stupid as it makes no sense. If its less, its even more obsolete than the healer lb1 and 2 already are.
    (5)

  9. #9
    Player
    Baxcel's Avatar
    Join Date
    Jan 2019
    Posts
    550
    Character
    Baxcel Farshot
    World
    Lamia
    Main Class
    Gunbreaker Lv 100
    LB1 raises up to 2 people at once random or nearest and fully heals anyone alive
    LB2 raises up to 4 people and full heals party with a larger range also fills MP for those alive
    Rework LB3 raises all and fully recover HP and MP alive and dead
    (1)

  10. #10
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    798
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    For Limit Break 1 it would restore 50% Health to the party and give the healer who used it full MP. I've had to use it enough times to know that it's only because I'm desperate to heal and out of MP at the time. I would want it to be a smart heal though, in that people at full health would be ignored in favor of giving more health to those lacking. So if the tank died and recently revived in a dungeon and the party has just started taking damage a healer LB1 would devote most of the healing potency to the tank bringing them to full and topping off everyone else. In a raid or trial if everyone is low it would just be 50% more health for everyone. This would make the increased health pool and reduced damage of tanks more valuable as the Healer Limit Break would funnel the healing they don't need to the party. If you need everyone topped off for a mechanic and only half the party need health then a LB1 is suddenly a legit option to save a scuffed run.

    For Limit Break 2 I would have it restore 75% health to everyone and restore MP to full for all Healers in the party. That's close enough to full that you could definitely get most people through a heavy hitting mechanic with it. It would be a nice way for a solo healer to resolve a dropped to 1 hp mechanic but everyone needs health quickly.

    I would also make it so that Healer Limit Break 1 and 2 can't be interrupted and the casts completes even if the healer would have died mid mechanic. An invulnerable state while in the casting animation would be some great tech to play around especially when stack markers almost exclusively target healers. I would only apply the invulnerable state to Limit Break 1 and 2 tho as using it early to cheese a mechanic would have the trade off of losing Limit Break 3 later on which is so powerful that an invulnerable state would break the game imo.

    Healer Limit Breaks that actually have a sizable amount of smart healing (meaning healing that prioritizes low members first) would make me use the button a lot more especially if timing them well guaranteed my own survival too.
    (1)

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