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  1. #1
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    I'm pretty much open for whatever direction the AST rework is going to be, as long as we have a less busy burst window.

    I know some people love the hectic antics of draw/play/redraw to get the cards going with Divination, however I want this because realistically I can't execute it because of my 140ms. I don't live in the US, and even a VPN is not enough to allow me double weaving comfortably, and that impacts AST's damage contribution a lot even on a skill floor level.
    (0)

  2. #2
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Green DPS is the only viable thing to solve the mess that is healer design, really. You can very easily stack the same healing output you now have to half the buttons to make room for a humble DPS kit, but it's next to impossible to redesign the game at this point so that healing actually takes the bulk of the healer's time.

    Hell, even my previous idea of boosting boss auto-attack damage to the point where you need constant CPR on the MT wouldn't work, not when they are apparently completely unable to fix the code so that the bosses could actually auto-attack while mechanics are happening. Which is all the time in harder content. And try to bring that shit to normal content and I guarantee all the "healers should HEAL" people will immediately turn around and start crying about how healing is way too hard now that actually have to heal all the time.
    (4)
    Last edited by ThorneDynasty; 04-22-2024 at 04:02 AM.

  3. #3
    Player
    Arkdra's Avatar
    Join Date
    May 2017
    Posts
    616
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    I am not a healer main and I also only do casual content so I am the last person that should be listened to, but I've got ideas and if I don't vomit them somewhere, I won't stop thinking about them so sorry in advance!

    -Across the board, they should make the offensive single target and aoe abilities 1 button comboes like gnashing fang or confiteor. Broil 3 > broil 4 > broil 5 and art of war 2 > art of war 3 for example. I think this change is basically a free win with no downside. It still fits whatever original parameters there were for cutting things down to 1 button to begin with while becoming at least a little more aesthetically pleasing for most people and not really doing anything that would upset anyone.

    -White mage: I think is more or less fine as is. I hate this job actually, it is my most hated job in the game, but people seem to love it. It's sat on top of the most popular job polls back when they still did those and they're still the most played healer if fflogs is anything to go by so it's hard to interpret that as anything other than than people being generally happy with it. That said, there's some glaringly (pun intended) obvious changes. Kill freecure, upgrade cure 1 to cure 2, and give them something akin to seraph strike, a skill everyone raved about constantly as being a high point in the lost action skill list.

    -Scholar: Bring back Miasma 2, I think it was a fun skill to work with. Energy drain needs a visual upgrade for sure. As an old cleric stance enjoyer, I think it would be fun to bring that back a little with scholar. Give scholar a stance that lets them swap Eos out for Statice who is a dps faerie instead of a healing one. Stops doing embrace, starts doing GUN. Give them something to do with the faerie gauge so it seems less vestigial. A bad idea all around since the community would immediately decide statice uptime is the mark of a good scholar, relegating eos to the dustbin, but the heart wants what it wants (more Statice).

    -Sage: I think they more or less got this right and just goofed the numbers. Phlegma should be a 20 second cooldown, Pneuma should be a minute and it should be more damage than a dosis. Toxikon should also be a dps increase instead of dps neutral and they also need to implement a way to get addersting more regularly than broken barriers. I'd probably do the lazy thing and just turn 1 spent addersgall into an addersting.

    -Ast: no data

    -Related, they need to cut the healing from heart of corundum, bloodwhetting and holy shelltron. Also delete clemency. On the fence about Aurora and Abyssal drain.
    (0)

  4. #4
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Hmm.. I have an idea for Rouse.
    Rouse
    Pets do guaranteed crititcal on all of its healing and critical direct hit on its attacks at the cost of 4% MP every 3 seconds. Ends upon reuse.
    Recast: 3s
    The main idea is to get PIE enough to regen 3% MP per tick, bringing the upkeep cost down to 1% every 3s. This makes the cost of keeping Rouse up equivalent to 2000 MP per minute.

    This is in consideration that Physick is removed, and barriers no longer rely on the amount it healed but instead has its own barrier potency, like Divine Benison, with slightly higher potency.
    (0)

    #FFXIVHEALERSTRIKE


    - Seraphism is BAD.
    - Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
    - Give us back Rouse
    - Make pet management rewarding.

  5. #5
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
    Posts
    205
    Character
    Leona Lunasch
    World
    Midgardsormr
    Main Class
    Astrologian Lv 100
    So, I've been a healer main for a while now. Ultimates, savage, criterion, everything easier than that. I don't really like WHM or SGE, and my change requests for it amount to 'please rework it', but for the other two:
    AST
    Astrologian is my main, as I said, and so I have a LOT of opinions on it. For starters, I think its current system for engaging people outside of healing and burst phases is alright, though if I had to suggest some changes to the card system, it wouldn't rock the boat too much. For one, cards need to stay oGCDs! The high APM, constant reactivity of the job is part of why I love it so much and gravitated to it (heh). No other job gives me that experience, and it's the biggest fear I have to the rework. The high APM and fast thinking is what makes the job stand out among the other healers, and if it goes, I think I'll probably consider quitting the role if it doesn't get something really cool to compensate. I think a good compromise (bc yeah, while I do think that being unable to do the burst is kind of a skill issue, it is a bit much at times) would be to spread the card actions out of burst. If you have to maintain a constant, higher apm over both filler and burst vs having a low apm out of 2min windows, that would fix a lot of problems with the job. Minor arcana needs to be reworked, or it needs to go. RNG healing is really bad design in a game where fights are designed to be highly scripted and deterministic. The DPS rotation could get away with being pretty simple if cards were expanded to be more interesting. And no, I don't mean stormblood cards.

    SCH
    Energy drain is fine. Really, it is. People don't realize what that button's purpose is for. Do you know how much damage energy drain actually contributed in a 20 minute clear of TOP? 6% Six percent! And unless you are literally going for high SCH parses, it is barely a dent on your damage. (And if you're parsing, there's typically an unspoken agreement that one healer does most of the healing while the other greeds damage, and you swap, so you are expected to use as close to all of your EDs as possible bc of it) Once you stop thinking of energy drain as a DPS button you need to optimize all the healing out of to maximize, you really start to appreciate scholar for what it is. It's... sage, but with like, actual friction and limitations on its abilities. I like scholar a lot. I prefer astrologian, and I think scholar really needs a bit of a push to truly become one of the best designed healers in the game. Because I'm gonna tell you this. Jank is good. Delaying your abilities by moving your fairy was skill expression, not a pain point. I think a lot more people would benefit from instead of thinking 'scholar is a bit janky, it should lose that', they should think 'scholar is a bit janky, and if I don't like that, sage is right there'.

    Basically, give it miasma. Also make ED give mana again.
    (3)

  6. #6
    Player
    Ryskim's Avatar
    Join Date
    Dec 2013
    Location
    Garlemald
    Posts
    109
    Character
    Sigmund Galt
    World
    Tonberry
    Main Class
    Reaper Lv 100
    AST
    Bring back the 1st card iteration, with unique buffs for each of the cards.
    Bring back time dilation and nocturnal/diurnal system

    SCH
    Completely separate the job from SMN once and for all.
    Turn the job into a dark healer, remove the fairy flavor entirely, or at least add fairy glamours.

    Don't care much about SGE or WHM.
    (1)

  7. #7
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,994
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    I'll start by saing I have only raided in early Endwalker before I burned out around P4S so I won't be up to date with the healer situation for the whole expansion other than what I have read from the forums here and there.

    I'm a bit worried about AST as SMN rework has been a terrible design choice in my opinion. Can't speak about MNK, MCH and DRK because I don't play these jobs (although I noticed they were made easier). In essence, I don't think AST needs much changed, it's just a bit bloated with a lot of tactical oGCDs. But to me, that's what makes it fun to play so I hope we keep most of these. The card system can't be worse than what it was in 5.X and 6.X was an improvement in that respect, but still a shadow of what it used to be. I think I remerber writing somewhere here that Draw / Play could be shord GCDs like Eukrasia to help with the oGCD bloating and that would be fine for me.

    I've enjoyed Sage, although I newer really cared for SCH so perhaps my enjoyment is nothing new for SCH players! I don't think it needs much more in 7.X, although I would enjoy some focus on Kardia. I'd like Kardia to be rather a fraction of the actual DPS rather than a fix potency, and this could do with a self buff like WHM/AST have. And I'd be happy with a partywide Kardia oGCD (which could work with Soteria) for some "active" healing over time and planning some DPS GCDs accordingly. Yet I'm not a game designer, maybe it's not a good idea.
    I'd be happy with a bit more options with Addersting stacks on the DPS side, and other ways to generate it (Phlegma giving a charge, for instance). Perhaps a passive buff when DPSing that woudl enhance the next healing action (encouraging healing planning and DPS)
    The idea would be to have a bit more interaction betweend DPS and healing, as currently it feels like it's just "heal with Addergall to get MP so you can keep DPS".
    (0)

  8. #8
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    I'll likely give up on the healing role in 7.0, but my design goal would be to avoid healer single nuke spam at all costs due to its contribution to burnout.

    This could come from nerfing the healing toolbox and trimming oGCDs while increasing incoming damage in extremes and savages, so healers spend more time actively healing and less time nuking.

    Or it could come by massively trimming the number of healing spells in favor of adding a DPS system to each role. This could synergize with healing by say creating healing resources when you damage (like lillies). Any DPS items added should be dynamic with procs or prioriry, not just replacing 1 1 1 1 with 1 2 3 1 2 3 1 2 3.
    (0)

  9. #9
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    I'll likely give up on the healing role in 7.0, but my design goal would be to avoid healer single nuke spam at all costs due to its contribution to burnout.

    This could come from nerfing the healing toolbox and trimming oGCDs while increasing incoming damage in extremes and savages, so healers spend more time actively healing and less time nuking.

    Or it could come by massively trimming the number of healing spells in favor of adding a DPS system to each role. This could synergize with healing by say creating healing resources when you damage (like lillies). Any DPS items added should be dynamic with procs or prioriry, not just replacing 1 1 1 1 with 1 2 3 1 2 3 1 2 3.

    Also, resource management should absolutely return, to incentive efficient heals, mitigation, and delayed heals. This is a large part of healer strategy in MMOs.
    (0)

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