How's the strike going? Can't say I've noticed any differences on queues on Light DC though.
How's the strike going? Can't say I've noticed any differences on queues on Light DC though.
Personally, my biggest suggestion has been and still is to give Healers attacks that use the Job gauges and mechanics... Since without a need to heal, there's no way to engage with them in a positive manner.
SCH has Energy Drain, which at 100 potency kinda sucks, but it makes them one of the best designed healers as they can always make full use of all of their Aetherflows.
AST Cards, most of them suck. 3 of them are useless (Arrow, Ewer and Lady of Crowns) and 2 are situational at best (Bole and Spire). The only good cards are Balance, Spear and Lord of Crowns. So you're guaranteed to be able to play 1 or 2 card out of the 4 you get every 60 seconds.
But the two worst offenders...
WHM Lilies you need to wait for people damage to get any use out of your Lilies, and even then Assize and Tetragrammaton are superior alternatives to Rapture and Solace.
SGE you need to use Addersgalls to regen MP to spam more Dosis, even if there is nothing to heal with Druchole or Ixochole.

So through some experience playing pictomancer and getting a feel for it, I can definitely see and say where some things could be outright copied and applied to healers.
For one, the simplified (and optionally) one button rotation for gcd damage casts. For all classes that could very easily become a core staple. The next is that finishing the rotation procs something. For an example with white mage, I think it should proc another gauge slot up to 4 slots that could be held onto for an OGCD burst.
For Astro, I think something similar could be implemented but through the idea of wanting to play your hand in order to proc something that could be a card related OGCD move that deals damage. That might involve reconfiguring draw, but that’s a rough idea.
Haven’t thought of anything in relation to scholar and sage, but the same OGCD proc could be applied and themed around the job. Sch being fairy or fae based, while sage just makes me think of a shmup

I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
Last edited by itsnep; 07-02-2024 at 11:46 PM.



I especialy think its silly to tell me indirectly my voice doesnt matter when my points are true no matter how hard my opponent is.
The Astro Cards dont get more fun and diverse just because i do a Ultimate @.@
Besides that i still can tell if a class is fun to play or not, if a design feels good.
While this Strike is about Healers the increasing design problems of ALL Classes is a problem and deserve attention and i dont need a Savage pass or stuff that needs Third Party help to quantify to have a opinion.
Yes it should (except of course if the death of the healer happens when the ennemy is almost dead). That's why the healer is here in the first place. He/she is the lung of the team. He/she provides the vital oxygen.I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
However the other party members should be able to do more in order to prevent the healer from dying when he/she is in danger. The healer isn't supposed to bear the life of the team alone.
That's why "one-shot mecanics" are not really good in my opinion... It's too stressful for the healer, and by extend the for whole team, who has to pray for the healer to survive.
Last edited by Grann-Goro; 07-03-2024 at 06:10 AM.
Retired healer

sure, if the boss is at full or even half health and the healer dies i don't expect the rest of the team to solo it, but as a tank i should be given enough sustain to be able to finish the fight after a certain threshold is met. dark knight gets virtually nothing but mitigation, and it even has less than other tanks. it's incredibly frustrating to get through a tough bout only for the healer to die close enough to the end but still a little too early to reliably finish off a boss, even more so if they can't get a grasp on the mechanics after dying to them multiple times. do you think if your white mage dies in a classic final fantasy title you shouldn't be able to beat the boss there either? to that extent phoenix downs should be usable in combat. genuinely has always frustrated me that they are in the game yet ridiculously limited despite being such an iconic part of the series.Yes it should (except of course if the death of the healer happens when the ennemy is almost dead). That's why the healer is here in the first place. He/she is the lung of the team. He/she provides the vital oxygen.
However the other party members should be able to do more in order to prevent the healer from dying when he/she is in danger. The healer isn't supposed to bear the life of the team alone.
That's why "one-shot mecanics" are not really good in my opinion... It's too stressful for the healer, and by extend the whole team who has to pray for the healer to survive.


It's not a problem as long the optimal way to run any team content is with a full trinity team. If you dilute the unique qualities of the roles to much it gets more difficult to balance the content such that it still requires a full trinity team. It's obvious we are quite a bit beyond that point, every other dungeon in EW already made healer feel like an overly simple and weak dps job.I don't inherently see the issue with tanks getting better sustain - maybe it's because I mainly play dark knight and don't get the luxuries that warrior or paladin have, but I'd kill for something more. if my healer falls I get screwed hard. i don't think the healer dying should always spell the end of a run. thematically i also think red mage needs a little something more than just verraise and vercure. i get it's a dps but also like... it's a red mage lol.
And there is no reason for why the tank heals in your example have to be inherent/ogcd. If tank/dps heals all lowered their damage output significant but heals from healers did not, that would make it far easier to design content where a full trinity team is optimal, while still giving tank/dps the emergy heals you wanted.
Alright, then we basically agree. The issue people have with tank sustain is that in particular WAR can do that easily. Not only keeping itself alive but also the rest of the team.
Last edited by aiqa; 07-03-2024 at 12:23 AM.
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