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  1. #1
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    960
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by ty_taurus View Post
    Well, like I said before, that was not the focus of the post you were responding to. It was an example to communicate a point, but you're fixated on me calling that one example "Aurora" instead of "Heart of Light" or "Heart of Corundum" and ended the train of thought at that station.
    Your point was addressed in my initial post.

    Specifically here:

    While I would be all for HoC to be tied to the Shell gauge... with the way SE wants the game I don't see it happening. And even then I see issues since Double Down costs 2. Rather, HoC should be more akin to TBN in that there is a set of damage that the GNB has to take first in order for the heal to be applied. This way they don't have a free recitation, they actually have to have the damage be applied first.
    I'd LOVE to see more interaction with the gauge on all tanks, not just GNB, I don't see it happening with mitagation since, iirc from what I've read, we HAD that and it was REMOVED.

    More to your point, I don't find, in general, it to be a good or even FUN mechanic to have a barrier interact with healing from the healers as a solution to dilute tank sustain. Its an idea. Its not one I welcome. Regardless of whether its on Aurora (which to me personally doesn't fit, hence why I mentioned it) or on HoL.

    I didn't mention the other tanks because I don't play them enough to feel comfortable in addressing them and would rather mains of them tackle it cause they know the classes better but -

    Clemency is probably the best out of those since it uses MP, and the rest are free, but I would argue that Aurora being weak as it is (and NO SE it doesn't need a third charge) and Abyssal Drain being on its 60 CD is fine, at your oppertunity cost as it were and don't need to be tied to anything.

    Bloodwhetting has plenty that can be done with it. Increase the recast timer, out right nerf the amount in and of itself (how is w/e). Tie it to rage, change it from being a heal that imo doesn't belong on WAR and instead make it into another Thrill that either increases HP per hit for X seconds for the WAR or the Party (or a shield) up to a certain amount. I don't exactly CARE what happens to it persay so long as it gets addressed.

    Divine Veil and Shake it Off (over time) are out of my depth outside of - does PLD/WAR need extra group healing in this economy? no - but in theory I don't have problems with either (other than SiO has no business being a HoT on WAR). Again, could be tied to gauge. I'd find that to be interesting. I don't see it happening.
    (1)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

  2. #2
    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
    Quote Originally Posted by ASkellington View Post
    More to your point, I don't find, in general, it to be a good or even FUN mechanic to have a barrier interact with healing from the healers as a solution to dilute tank sustain. Its an idea. Its not one I welcome. Regardless of whether its on Aurora (which to me personally doesn't fit, hence why I mentioned it) or on HoL.

    I didn't mention the other tanks because I don't play them enough to feel comfortable in addressing them and would rather mains of them tackle it cause they know the classes better but -

    Clemency is probably the best out of those since it uses MP, and the rest are free, but I would argue that Aurora being weak as it is (and NO SE it doesn't need a third charge) and Abyssal Drain being on its 60 CD is fine, at your oppertunity cost as it were and don't need to be tied to anything.
    Okay, fair. That particular example isn't mechanically to your liking. Was I was more going for were just examples of how sustain on tanks, instead of being directly restorative as they currently are, are instead designed to enhance the effects of the healers or add to their healing, that way they can still provide sustain without being self-sufficient enough to replace the healers in everyday content. Perhaps that specific effect isn't to your liking, but I would be more interested in talking about that concept as a whole, such as the other examples I gave regardless of which tank they're on.

    - A Plenary Indulgence effect that adds additional healing potency to heals received, and redirects all aggro generated from healing to the user.
    - A buff that simply increases how much HP the user recovers when healed.
    - Converting ones own HP into a barrier value that way a healer can restore the missing HP with the barrier still intact.

    These are all effects that the tanks can also still utilize on their own by relying on those other opportunity cost actions. Paladin could use Divine Veil and then use Clemency on themselves in solo content to increase the amount of healing they receive. Additionally, there are undoubtably other possible ways of approaching sustain in that way outside those three or the barrier effect you didn't like. So even if my specific examples suck, perhaps there are better ideas someone else could come up with that follows that type of logic that may be much stronger than the examples I gave.
    (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.