Yoship specifically said "if you want to have more complex DPS as a healer, play Sage" so your logic is wrongI'm surprised people are still upset that Sage wasn't a DPS job that happens to heal. The game has very rigid design format, there will never be a role like that without rework of roles in general. Sage IS a DPS healer, just that it's not that it's a healer with great DPS rotation or whatever, it's a healer that heals by doing it's DPS. Which is true to what was promised. It was never said that it would have some BLM level rotation of spells to cycle, just that when it uses is healer attack kit, it heals.




It’s a healer with a passive, permanent regen that has 0 influence on your gameplay otherwise, and less DPS variety than every other healer. Sage is as much a “DPS healer” as I am a pink hippopotamus secret agent named Steven.I'm surprised people are still upset that Sage wasn't a DPS job that happens to heal. The game has very rigid design format, there will never be a role like that without rework of roles in general. Sage IS a DPS healer, just that it's not that it's a healer with great DPS rotation or whatever, it's a healer that heals by doing it's DPS. Which is true to what was promised. It was never said that it would have some BLM level rotation of spells to cycle, just that when it uses is healer attack kit, it heals.

Hmm, ok. In a sense, the Eukrasian system seems to be expanded. 2 buttons to modify actions instead of just 1.
At first, I was puzzled to not see the usual Eukrasian Diagnosis barrier, but I see other things would make up for it. Haima and Panhaima look to be the replacements with no cooldown multi-barriers. Dyskrasian Aphonia having a 4s stun on all enemies would be very strong mitigation for 4 mans since we know what Holy spam can do from WHM >.> Eukrasian Phlegma looks to have a barrier too and it has that usual barrier breaking mech we have today. Ah, I see you did this to get rid of the Eukrasian Diagnosis being spammed to farm for Addersting procs with wall to wall pulls. The Kardia heals look to be stronger than Diagnosis too.
All the basics look to be covered while having a synergy for Kardia heals to actually work with mini shields. This might actually work with the buffs increasing critical strike chance and the modified Aphonia spell used for getting guaranteed crits when it is actually used to cleanse debuffs or interrupt stuff. It might just need a QoL mech where all the Adderstings are replenished over time when you are out of combat for a while. That way the Dyskrasian Dosis / Paraoxysm are not always getting the lowest "5% crit" version at the start of combat.




Like I said, I've been tweaking things a bit, like instead of Haima/Panhaima being their own buttons, making them the new Eukrasian Diagnosis/Prognosis to conserve on space. It's the same otherwise, just a little more hotbar economical. Also bringing back Druochole and Ixochole as OGCD cooldown heals at 40 and 80 seconds respectively just so that you do have a couple pinch heals. They'd be independent of the new Addersgall. Starting with 3 Addersting out of 6 is probably the easiest way to address your concern, though if I were actually producing this rework, I'd definitely want to test how long it might take me to power-generate Addersting through things like using Zoe and see how that feels and if it's consistent.Hmm, ok. In a sense, the Eukrasian system seems to be expanded. 2 buttons to modify actions instead of just 1.
At first, I was puzzled to not see the usual Eukrasian Diagnosis barrier, but I see other things would make up for it. Haima and Panhaima look to be the replacements with no cooldown multi-barriers. Dyskrasian Aphonia having a 4s stun on all enemies would be very strong mitigation for 4 mans since we know what Holy spam can do from WHM >.> Eukrasian Phlegma looks to have a barrier too and it has that usual barrier breaking mech we have today. Ah, I see you did this to get rid of the Eukrasian Diagnosis being spammed to farm for Addersting procs with wall to wall pulls. The Kardia heals look to be stronger than Diagnosis too.
All the basics look to be covered while having a synergy for Kardia heals to actually work with mini shields. This might actually work with the buffs increasing critical strike chance and the modified Aphonia spell used for getting guaranteed crits when it is actually used to cleanse debuffs or interrupt stuff. It might just need a QoL mech where all the Adderstings are replenished over time when you are out of combat for a while. That way the Dyskrasian Dosis / Paraoxysm are not always getting the lowest "5% crit" version at the start of combat.
The solution is not more dps spells or complex healing spells. What we need is encounters that forces the healers to use majority of their kit. I think the first thing the developers need to do is nerf or remove the ogcd healing spells. Force healers to hard cast and force them to keep a eye on their mp.
This will mean less dps from healers, so dps players need to just deal more damage.



There is no possible way to balance fights where you force a veteran to use all of their kit while also making it clearable by weaker players. A balance needs to be struck between healing requirements and engaging healing downtime activities, whether you like it or not.The solution is not more dps spells or complex healing spells. What we need is encounters that forces the healers to use majority of their kit. I think the first thing the developers need to do is nerf or remove the ogcd healing spells. Force healers to hard cast and force them to keep a eye on their mp.
This will mean less dps from healers, so dps players need to just deal more damage.




Healer issue has been festering to the point where 1 singular fix won't magically fix everything. Lack of damaging encounter/reasons to use our buttons is one from many of their issues.
Yes, you can make everything hits harder but how much harder you can make that before your regular Timmy the Medica II Mage upsets 3-7 other players in everyday's Duty Finder groups because their good ole' "Medica II everything!" no longer works?



With higher heal requirements such players wouldn't exist in first place,Healer issue has been festering to the point where 1 singular fix won't magically fix everything. Lack of damaging encounter/reasons to use our buttons is one from many of their issues.
Yes, you can make everything hits harder but how much harder you can make that before your regular Timmy the Medica II Mage upsets 3-7 other players in everyday's Duty Finder groups because their good ole' "Medica II everything!" no longer works?
They exist because THIS game allows it.
- Are we gonna balance/build the game around players who press one heal button?
Neglectance to learn and fulfill your your role is griefing..( be it healer/tank or dps)
Stop defending such play.
Last edited by Zeastria; 01-16-2024 at 12:52 AM.
☆SCH/AST/DNC/VPR/SMN☆
we already did. everything turns into asthetics only.
story? has always been more cutscene than anything else.
healer? no comment
summoner? they took the pet and turned it into fancy lights, people love it.
a-raids? a lot of fancy mechanics... people love it.
and and and




???
You missed the point. The goal is to let players from both end of the spectrum to enjoy their gameplay. Why does it always have to be one and not the other? Why not both? Raise the skill ceiling (engaging downtime activities). Let the skill floor (minimum healing requirement) remains, or at least not significantly affected.
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