Im curious if they could even experiment with healer attack combos. Every class has their basic 123 besides bard. Could throw in a OGCD on a small cooldown as well. Its time to fresh things up Yoshi P


Im curious if they could even experiment with healer attack combos. Every class has their basic 123 besides bard. Could throw in a OGCD on a small cooldown as well. Its time to fresh things up Yoshi P
Even if healers get more dps spells, won't change the fact that the real problem isn't our current tools, but the encounters itself.




In all honesty, it's a bit of both.
Our wildly overpowered and bloated healing kits coupled with a surprisingly dry mp economy if you actually force healers to GCD heal makes getting a good healing requirement baseline an absolute knife edge with Medica 2 spammers falling off one side and spreadsheet enjoyers the other.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
No I think the lack of depth on the class is the main issue... The main part for healer is learning when people will and can take damage and be ready to heal on those parts, otherwise it's just spamming your one attack.
One thing I suggest some pages back was giving options to spend the Job bar resources offensively, rather than being forced to wait for damage or overhealing with them...




MP management is one of the most terribly designed systems in this game. It’s shockingly bad.In all honesty, it's a bit of both.
Our wildly overpowered and bloated healing kits coupled with a surprisingly dry mp economy if you actually force healers to GCD heal makes getting a good healing requirement baseline an absolute knife edge with Medica 2 spammers falling off one side and spreadsheet enjoyers the other.
MP management is on rails—everything that restores MP is attached to a cooldown, meaning there’s a fixed amount of MP available during a fight. Most of your spells have negligible MP costs that resolve themselves, with the only real spell limited by MP being Raise. But if you somehow require a considerable amount of GCD healing, you cannot sustain that and there’s nothing you can do about it. Ethers exist, but I doubt most players even know that at this point, but even then the MP they offer is very limited as well, also gated by a cool down. The only thing you can do to modify MP regeneration is build piety into your gear, something you can’t do once battle starts, and offers literally 0 value if the MP gained from it isn’t required.
I don’t know how a designer can think about that for more than 2 minutes and not see what an atrocious system that is.



The game actually once had a fantastic MP management system in HW SMN. But I think it was entirely unintentional on the part of the devs.MP management is one of the most terribly designed systems in this game. It’s shockingly bad.
MP management is on rails—everything that restores MP is attached to a cooldown, meaning there’s a fixed amount of MP available during a fight. Most of your spells have negligible MP costs that resolve themselves, with the only real spell limited by MP being Raise. But if you somehow require a considerable amount of GCD healing, you cannot sustain that and there’s nothing you can do about it. Ethers exist, but I doubt most players even know that at this point, but even then the MP they offer is very limited as well, also gated by a cool down. The only thing you can do to modify MP regeneration is build piety into your gear, something you can’t do once battle starts, and offers literally 0 value if the MP gained from it isn’t required.
I don’t know how a designer can think about that for more than 2 minutes and not see what an atrocious system that is.
You had Ruin III, which had a hefty MP cost outside of Dreadwyrm Trance, but it was higher potency than Ruin and you had the option to burn extra MP for more damage. Then you go into a cooldown period with Ruin casts when your MP is low. It was a fantastic balancing act, but it was very likely unintentional design, just like Tornado Kick MNK in SB.


The problem I'm seeing with healers is they bolted this newer OGCD healing system that doesn't really care about MP onto what is left of a system entirely based around MP, so there's two ways to do healing and both are valid except in terms of dps output. WHM and Scholar aren't even playing the same game at low levels as they are at high levels.
The rotting, seething corpse of pre-ARR white mage picked away by vultures, with shiny bolted on cybernetic parts stuck to it with lily scribbles all over and a few air fresheners so no one notices the smell.
Also, remember people: They could have fixed FOUR jobs this coming expansion, but instead they fixed two and gave us Viper and Pictomancer. Imagine what possibilities could have existed in the wonderful alternate reality of fixing stuffs.
Last edited by Colt47; 01-22-2024 at 01:09 AM.




You're being optimistic, aren't you? Well, that's nice to see. This is what, the 4th rework for AST? Time will tell.The problem I'm seeing with healers is they bolted this newer OGCD healing system that doesn't really care about MP onto what is left of a system entirely based around MP, so there's two ways to do healing and both are valid except in terms of dps output. WHM and Scholar aren't even playing the same game at low levels as they are at high levels.
The rotting, seething corpse of pre-ARR white mage picked away by vultures, with shiny bolted on cybernetic parts stuck to it with lily scribbles all over and a few air fresheners so no one notices the smell.
Also, remember people: They could have fixed FOUR jobs this coming expansion, but instead they fixed two and gave us Viper and Pictomancer. Imagine what possibilities could have existed in the wonderful alternate reality of fixing stuffs.


Yoshi P and team can save us.
Honestly, WHM is fine around Shadowbringers, it's when we get to endwalker that it becomes a clown car of sorts. The main problem stems from the "mit matters" mindset and health regeneration during combat. The entire reason that white mage got Liturgy of the bell and Aqua Veil is because Liturgy is meant to heal up the huge amount of damage that is dealt when a mitigation fails in normal content, or when someone succeeds on a mitigation in hard content. Aqua veil is there specifically for end game content to act as mit #2 on extremely damaging attacks for tanks.
This is great except that our kit as a whm is built around pure healing and health regeneration. The design of the end game doesn't really work with health regeneration because a lot of the situations are binary in function at the extreme: People either live, or they just flat out die from failing a mechanic. Even in the easier expert roulette dungeons I watched a rdm just get instant KOed with I think 1 or 2 vuln stacks. In Shadowbringers things work beautifully because people would get vuln stacks, but become harder to keep up and require more skills to get the same result: Without vuln I can use instant cast regens or just lily power to keep someone up. If someone starts getting vuln stacks I got to start doing more spam and it hurts the damage output as basic regeneration can't keep up with the damage they are taking.
And then the other problem that healers have is the leveling experience. The reason that we have cure and cure II is because of legacy content requiring them to keep people up, and for a good portion of the early leveling experience white mage doesn't even have a regen spell nor do they have any AOE heals. Hauke Manor you're spending your entire time with a tank multi-pulling pack mobs going between cure II and aero spam while making sure you're MP isn't draining into oblivion. For shield healers they are basically not even using shields much at that level over just spamming cures like the whm.
The shield healers have the problem that they start out with strong heals and then get nerfed as they level up and are forced to use more and more shields to keep people up. This sounds like a "well duh, its a shield healer" situation, but this is a rather unnatural evolution for something doing the exact same thing as a whm. And as DRK clearly shows, unless tank design takes into account that one set of healers is built to heal and the other is just there to supplement their own recovery skills, it results in a biased game situation where one type of tank and healer is just over all superior.
Also going to state this flat out that "Mit Matters" is nothing new. They had it since shadowbringers and even before that in end game content. I think the only thing they did this expansion was try to expand that into the normal leveling content, which partially succeeded but it diminished the value of skills that people literally are using for the majority of their leveling experience. It's like 1-80 is a different universe from 81-90.
Last edited by Colt47; 01-22-2024 at 02:04 AM.




There’s nothing inherently wrong with Aquaveil, but it’s also very redundant with Benison. Mitigation and barriers are different, and each has their own advantage and disadvantage, but the objective of both veil and Benison is the same: soak a portion of the damage intended for the tank. So why do we have two?
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