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  1. #1
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    674
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I think the post I had back in the suggestions thread more or less sums up what I want out of healers. Here's a truncated version of the post.

    Quote Originally Posted by TheDustyOne View Post
    1: More to do during downtime
    I don't care whether this is an engaging DPS rotation, keeping up buffs on allies, or whatever else that provides a meaningful contribution to the fight when we don't need to heal, we need more than Glaroilificosis spam + DoT. I would however, personally prefer every healer get a simple and unique rotation with at least 1 defining mechanic to tie their damage kit together.

    2: Increased frequency of incoming damage
    The problem I've seen recently is that Square have addressed the complaint of having nothing to heal by increasing the sheer amount of damage that gets dealt, but not the frequency with which it gets dealt. What this change has done is increased the amount of mitigation checks in fights, but not actually given us much in the way of extra heal checks.

    3: Reduce the amount of oGCD heals we have
    Not everyone will consider this a problem, but in my opinion, oGCD heals serve only to further highlight how dull our downtime is and takes value away from our GCD heals. The reward for properly managing them is that we get to ignore half of our kit (our GCD heals) so we can spend more time doing the dull thing (Glaroilificosis).

    4: More interaction in our kits
    Have my regens proc an attack, have my attacks build up a heal gauge, have our kits come together in a cohesive whole rather than making half of our healing kit go unused and our attacks end up as pure filler. There's a lot you can do with this on every healer to make them have unique playstyles while still providing similar output amongst each other.

    5: MP shouldn't be an afterthought
    This ties in with the 3rd point as well, because of how much free healing we have, most of our MP is spent on Glaroilificosis. Sometimes we'll have those groups that love the colour orange and want to spend as much time on the floor, but even those seldom feel like they put a dent to MP outside rezes, especially if you have any amount of Piety on your gear. The only time MP feels like it matters is after a personal death and Lucid is on cooldown.


    Beyond that, the healers need unique playstyles and healing styles. I dislike the pure/barrier split and would rather the healers get various heals unique to a particular theme that suits the job fantasy. Give WHM stupidly powerful burst heals, AST should get delay heals and rewinds, SCH could focus far more on the pet heals, and SGE can be a drain healer that relies on attacks and the Kardia mechanic for everything. The use of barriers and regens spread throughout the healers should simply to be in theme with those jobs or to complement aspects of the kits.
    (0)

  2. #2
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by TheDustyOne View Post
    I think the post I had back in the suggestions thread more or less sums up what I want out of healers. Here's a truncated version of the post.



    Beyond that, the healers need unique playstyles and healing styles. I dislike the pure/barrier split and would rather the healers get various heals unique to a particular theme that suits the job fantasy. Give WHM stupidly powerful burst heals, AST should get delay heals and rewinds, SCH could focus far more on the pet heals, and SGE can be a drain healer that relies on attacks and the Kardia mechanic for everything. The use of barriers and regens spread throughout the healers should simply to be in theme with those jobs or to complement aspects of the kits.
    1. Yes, basically what I suppose most people (on this forum at least) ask for. And what I've been trying to go for. Something more to do and look at, but not something that is as strict as a proper dps rotation because well, we got other things to do. What I hoped to achieve with my idea is something that requires a bit of brain power and makes things a bit more dynamic while not being intrusive. Button bloat is a thing, we got a lot of healing actions already, i don't want 5 extra dps skills.

    2. Couldn't agree more, ESPECIALLY in EX trials. Barbaricia, Golbez and Zeromus for instance are fine (could be a tiny bit more for the later 2 but still)

    3. Well that would require a full job rework of all 4 healers, or 3 I guess, whm is GCD centric enough. And I think we're wayyy past that possibility now. I personally don't mind and I like the weaving style of healers. The issue is that, any heal on the gcd would be a heal we don't want to use simply because we loose damage. Just look at Neutral Sect and Deploy, they're using only if absolutely necessary because they make you loose a gcd. Make Neutral Sect transform your next Aspected spell into an ogcd, you'd see it used much more often.

    4. I feel they did a good job with WHM, but that would be a tough thing to do without serious rework. But indeeed, that'd be the best.

    5. Well see, I agree with you, but mp is somethign that you either fully embrace and make it a proper gameplay element, or you don't. Currently we're inbetween where "it's there..." and it is an afterthought unless you died twice and 3 people need a rez. I don't see SE reworking healers to make mp management a thing, (and a fun thing, if the only thing mp management becomes is "stacking piety so we can spam dps", noty), hence me suggesting "remove mp" because it is an aftertought, and I don't see them changing that anytime soon.

    I really wish the SCH would get a rework where you get like 4-5 pet actions, and once a minute you can swap your fairy, but when you do so you have a different set of actions, therefor you need to plan ahead which fairy you want out. Like... a true tactician basically. Also having it much more centered around the fairy gauge
    (0)

  3. #3
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by TheDustyOne View Post
    I think the post I had back in the suggestions thread more or less sums up what I want out of healers. Here's a truncated version of the post.



    Beyond that, the healers need unique playstyles and healing styles. I dislike the pure/barrier split and would rather the healers get various heals unique to a particular theme that suits the job fantasy. Give WHM stupidly powerful burst heals, AST should get delay heals and rewinds, SCH could focus far more on the pet heals, and SGE can be a drain healer that relies on attacks and the Kardia mechanic for everything. The use of barriers and regens spread throughout the healers should simply to be in theme with those jobs or to complement aspects of the kits.
    1. Yes, basically what I suppose most people (on this forum at least) ask for. And what I've been trying to go for. Something more to do and look at, but not something that is as strict as a proper dps rotation because well, we got other things to do. What I hoped to achieve with my idea is something that requires a bit of brain power and makes things a bit more dynamic while not being intrusive. Button bloat is a thing, we got a lot of healing actions already, i don't want 5 extra dps skills.

    2. Couldn't agree more, ESPECIALLY in EX trials. Barbaricia, Golbez and Zeromus for instance are fine (could be a tiny bit more for the later 2 but still)

    3. Well that would require a full job rework of all 4 healers, or 3 I guess, whm is GCD centric enough. And I think we're wayyy past that possibility now. I personally don't mind and I like the weaving style of healers. The issue is that, any heal on the gcd would be a heal we don't want to use simply because we loose damage. Just look at Neutral Sect and Deploy, they're using only if absolutely necessary because they make you loose a gcd. Make Neutral Sect transform your next Aspected spell into an ogcd, you'd see it used much more often.

    4. I feel they did a good job with WHM, but that would be a tough thing to do without serious rework. But indeeed, that'd be the best.

    5. Well see, I agree with you, but mp is somethign that you either fully embrace and make it a proper gameplay element, or you don't. Currently we're inbetween where "it's there..." and it is an afterthought unless you died twice and 3 people need a rez. I don't see SE reworking healers to make mp management a thing, (and a fun thing, if the only thing mp management becomes is "stacking piety so we can spam dps", noty), hence me suggesting "remove mp" because it is an aftertought, and I don't see them changing that anytime soon.

    I really wish the SCH would get a rework where you get like 4-5 pet actions, and once a minute you can swap your fairy, but when you do so you have a different set of actions, therefor you need to plan ahead which fairy you want out. Like... a true tactician basically. Also having it much more centered around the fairy gauge
    (0)

  4. #4
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,054
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    I'll just be honest here. Damage neutral heals is a blight upon healer design. Ever since lilies were changed to be damage neutral, everyone started saying that healers should not ever have to lose damage to heal, which basically forces healer design to be stuck to how it functions right now, healers firing off obscene amounts of healing with no consequences and 80% of their time spent mashing one singular filler damage button, because apparently any design that involves making healers lose damage is now a no-go.

    Anytime someone suggests a really cool design where there's consequences for failure and makes healers spend their GCDs in more varied ways across healing and doing damage, people always come in and say that we can't have that because heals have to come at no cost to their damage or it's bAd DeSiGn. It's sickening.
    (6)

  5. #5
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    674
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aravell View Post
    I'll just be honest here. Damage neutral heals is a blight upon healer design. Ever since lilies were changed to be damage neutral, everyone started saying that healers should not ever have to lose damage to heal, which basically forces healer design to be stuck to how it functions right now, healers firing off obscene amounts of healing with no consequences and 80% of their time spent mashing one singular filler damage button, because apparently any design that involves making healers lose damage is now a no-go.

    Anytime someone suggests a really cool design where there's consequences for failure and makes healers spend their GCDs in more varied ways across healing and doing damage, people always come in and say that we can't have that because heals have to come at no cost to their damage or it's bAd DeSiGn. It's sickening.
    I've more or less come around to this kind of thinking as well and would rather redesign my redesigns to have some amount of loss. I did try to have them at least be time-gated so that it wasn't always DPS-neutral, but it still felt too forgiving and the end result kinda just ends up being "spam whatever and you'll be fine".

    Top DPS should require efficient healing, not just simply heals available.
    (1)

  6. 03-13-2024 02:14 AM

  7. #7
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,401
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Some movement ability concepts for the other three healers

    Seraph Strike for WHM, the obvious answer.

    Not my idea, but give SCH the ability to trade places with their fairy.

    Give AST a ground placed ability that places a thing, and gives them a buff. They can consume the buff at any time to teleport to the designated point or automatically teleport when the buff expires. Call it Time Walking or something.
    (1)

  8. #8
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    One healer concept that they have never tackled and could be implemented?

    Float
    All party members float on air. Players are immune to ground targeted abilities while airborne.
    Duration: 10 seconds
    Recast: 180 seconds

    Use case... melee uptime or greed. This can also open up to even more fatal raidwides that healers can either cheese with Float or brute force healing.
    (0)
    Last edited by rawker; 03-13-2024 at 04:30 AM.

  9. #9
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,661
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by rawker View Post
    One healer concept that they have never tackled and could be implemented?

    Float
    All party members float on air. Players are immune to ground targeted abilities while airborne.
    Duration: 10 seconds
    Recast: 180 seconds

    Use case... melee uptime or greed. This can also open up to even more fatal raidwides that healers can either cheese with Float or brute force healing.
    I've mentioned this before for white mage. You become immune to puddle damage and ground hazards for a short duration. Could give white mage a lot of very unique utility in fights like P2S. Not as universally applicable as scholar's expedient, but that's not necessarily a bad thing.

    My stance has been for each healer to have their own unique piece of utility that gives them an edge in different circumstances.

    WHM: Float (as described above)
    SCH: Expedient
    AST: Macrocosmos (introduce more frequent applications of Infirmity that Macrocosmos can ignore, allowing AST to bypass certain heal checks)
    SGE: Extra Damage (The "Black Mage Treatment" if you will, where SGE exchanges unique utility that allows the party to cheese certain mechanics for a little extra ease in meeting DPS checks.)
    (0)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  10. #10
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Allow Recitation to accumulate charges to further solidify SCH as the big shield healer while give SGEs more mitigation to compensate for their lack of reliable crits on its healing. Also, it will make the 2 shield healers more chemistry with one another.
    (0)
    Last edited by rawker; 03-20-2024 at 05:33 PM.

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