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Thread: NEW HEALER IDEA

  1. #11
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Necromancers do not restore life though, they take it and abuse it. It would be more in theme with Necromancer to rip the skeletons from their fallen comrades to animate as an undead army. That's why Necromancer as healer doesn't work, because Necromancer is defined by the defiling of the dead. A job that is restoring life through dark arts is something completely different. *cough* Arcanist/Scholar *cough*.
    (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.

  2. #12
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Ehhh. just to remind you.. reviving the dead is a form of necromancy...
    (0)

    #FFXIVHEALERSTRIKE


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

  3. #13
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by rawker View Post
    Ehhh. just to remind you.. reviving the dead is a form of necromancy...
    We never canonically 'revived' anyone though. When we reach 0 hp, we're only knocked unconscious (as do the great majority of npcs we fight for that matter, so even our own body count is debatably smaller than we think). The infamous Haurchefant scene, and to an extend Y'shtola in SB, shows that we can't even heal fatal wounds.

    A caster that communes with the spirits of the dead is easily doable imo, but it'd be closer to a shaman. A caster that raises, let alone manipulate corpses is a hard no.
    (1)
    Last edited by Allegor; 05-06-2024 at 02:01 AM.

  4. #14
    Player
    benji42's Avatar
    Join Date
    Jul 2022
    Posts
    23
    Character
    Alis Kamilla
    World
    Malboro
    Main Class
    Scholar Lv 90
    I kind of had a similar idea to this a while ago
    https://docs.google.com/spreadsheets...t?usp=drivesdk

    Although I think there's a lot of problems with it now, I thought it was cool at the time.
    (2)

  5. #15
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,479
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Can I ask why anyone genuinely wants a new healer in the design space when we spent 6 years waiting for a new one already and got………..~~not~~ SCH

    Is lore and aesthetics really worth being able to equip reaper gear so you can press bone throw 4 the entire encounter while pressing 2 red themed heals a minute
    (2)

  6. #16
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Well, we're working on the assumption that SE would actually have a unique design for it, because if we assume 'they'll just copypaste X job' the whole time, we might as well just pack it all up, every job from here on out is a copy of something else. Can even extend it to the DPS, Viper is GNB but as a DPS, and Picto is SMN 2.

    Assuming that SE were to be 'creative' (as in, CREATIVE Business Unit III), the aesthetics can guide the design and gameplay somewhat. As an example, if you write Necromancer as 'manipulating life energies' rather than 'spooky skeleton commander', then you can have things like RPR's Soul Slice, which fills it's gauge by 50, but on a Healer. If your ally is dying and you need to give them some 'life energy' (or whatever spooky name it has in the lore) to keep them in the fight, why not tear it from the enemy, and weaken them in the process? Have a gameplay centred around spending this 'life energy gauge' for various OGCD tools, and a {relatively simple} DPS rotation that consists of various builder skills, to fill the gauge with. Filler spell can give 1-2 gauge, if it has a DOT , then that can give, say, 1 gauge per tick (and maybe some on cast, eg a 15s DOT could be 5 on cast, plus 1 per tick, for a total of 10 over its duration), have some bigger hits on a CD that mimic Soul Slice from RPR, that give 5 or 10 or whatever amount deemed balanced. Then have various OGCD heals, costing various amounts of gauge

    The moment we say 'well what's the point in talking about creative ideas, when we asked SE for new healer and got copypaste SGE', is the moment that SE's design direction wins. They want healers to begrudgingly accept '1 nuke, 1 DOT, 1 funny 30-40s CD button' because it's better for them to design for, be it for balance reasons, or their 'vision' of what the role should play like, or whatever
    (3)

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