The long-term WoW buffs function as no more than our 1% stat buff each for each role included in a party, with the sole difference that they fall off on death.
It had quite a few actual active (de)buffs in the past to concentrate fire similar to Resistance Down debuffs, but outside of Augmentor abilities, a couple Paladin spells, the aforementioned Heroism/Bloodlust/Time warp/Evoker_Reskin and Power Infusion, those are now likewise nigh-passive in PvE if the enemy is not CC-able, applied simply by any Monk (physical) or Demon Hunter (magical) hitting the target. In PvP, they're still very present, though.
Aside: XIV alpha iterations actually played around with a basis for a couple relatively straightforward solutions for both syncing varying GCD speeds and for otherwise inflexible raid buffs: like Energy in WoW, one could pool Stamina Points (SP) and thereby have, say, a one-third margin by which to "overclock" their rotation for a burst and slow down again later in compensation until recovered, and Technique Points (TP) would be used only for... group-affecting "Techniques" a la XIII's place for such a gauge but with more frequent interaction. Accordingly, all GCD speeds and raid (de)buffs were inherently flexible, and raid buffs (direct or indirect, AoE or as a debuff on target) had to be sparingly introduced as to be tactically distinct and individually interesting due to competing with each other. /shrug
Last edited by Shurrikhan; 01-21-2025 at 03:15 AM.
Its kinda funny seeing the forums try to figure out game dev even though that's the dev's job but they dont really care about doing better so this all moot anyway.
Don't let bad faith arguments trick you into trying to do the dev's work for them.




The bar is so low at this point I think good amount of people would literally pay more to have the dev steals players' work if it means to not fall asleep and breaking their nuke hotkey.


Who says you have to play perfectly? You don't need to play perfectly now, there's room even in Savage and Ultimate, content with tight DPS checks, to drop GCDs (to allow for players to use healing GCDs for safety). As long as potencies are balanced intelligently, a more complex kit can have room to be more complex, while keeping the barrier to entry low. For example, I put Dia as 12s, 430p total, and Banish at 15s CD and '40p more than Glare'. So, a casual player would lose an average of 6.6p per GCD that they don't use Banish for (if they replace it with Glare). A casual player would lose less damage to using Glare instead of Dia because Dia has a lower total. A casual player would also lose less damage to using Dia to move compared to currently, as the 'on cast' potency would be more frontloaded. The only way for a player to 'lose damage compared to currently' is to use the exact same rotation as currently, exactly two Dias per minute and no more and no less
The shield is also 'Succor but without the heal', or 'E.Prognosis without the heal', or 'Gobskin from BLU', or 'Consolation without the heal' or 'Neutral Sect Aspected Helios, without the heal or regen'. It's almost like 'action applies a barrier and is AOE' is such a wide reaching design idea, that there's going to naturally be some overlap between it and other similar actions. In which case, we'd better write off all of SGE as being 'not innovative' as it's 80% a reskin of SCH's actions, WHM and AST have a ton of actions that are identical in function (and in some cases, even the potency is identical) between them. Cure/Benefic, Cure2/Benefic2, Regen/Asp.Benefic, Medica/Helios, Medica3/Helios Conjunction, Divine Benison/Celestial Intersection, Aquaveil/Exaltation
Putting your healing access behind a stance, that requires a different GCD to cycle, is a speedrun to the 'player misplayed and caused a wipe' that SE is so deathly allergic to. Say you need to heal something (eg a 'get to 100% HP' mechanic), but you didn't know it was coming up and so you just pressed the Glare button to cycle out of that stance. At minimum you'd need 5 seconds to do the 2 GCDs to cycle to DPS stance, and then to Mit stance, and then back to Healing mode, all before you can even start to address the mechanic. And in some mechanics, 5s is the whole duration you're given to solve it (EG White Hole in O4S)
I assumed there'd be no talent tree involved, because I assumed that no external system were involved. If I had said 'oh the reason I didn't include Raise in the list was actually because I was thinking of reworking items so that anyone can Raise via Phoenix Down' I expect I'd have been DQ'd, frame one. But surely 'there's an external system that works in tandem with the idea to make the idea function' is just admitting that the idea doesn't actually function, without being propped up by the external system? Which is something that annoys me to no end with WOW balancing, the idea of 'oh this class underperforms but it's okay because the tier set effect makes it catch up and be balanced with the rest'
SE have previously said 'we didn't really know what to do with Scholar' (pre-EW, as an explanation for why we got Expedient). We give SE 'shit' (which is actually 'constructive criticism' and 'potential fresh ideas/inspiration') because we care about the game, not because we hate it. I don't think it's particularly fair to say that I don't 'respect the depth' of the Job designs, because if I didn't, I wouldn't have used the current Job designs as the foundation to build off of. Surely, if I really didn't respect the depth I'd have thrown everything out and started from scratch?
That's AST (especially older versions, eg HW/SB).
That's Macrocosmos.
That's old Arrow (from HW/SB).
Reminds me of this
If the price to pay for better healer design was a literal price, I'd pay it too. Make it an optional Mogstation purchase so that people who want to have the current 'press Broil 22 times per minute' gameplay can continue to enjoy such gameplay
Last edited by ForsakenRoe; 01-22-2025 at 02:26 AM.
Perhaps, but I don't work for SE and I have no such allergy, only dust, and life in general.
Also, it requires some strategic planning and execution. That's why healing is the default stance and can function as an entry point. The switch between "stances" is something that will come as a player masters it.
And speaking of SE, if I were to work there (yeah right..LOL) I would completely redesign the tutorial. I would make 2 major instances.
1. battle-related and
1 job-related. Where new players are provided with a basic introduction to their job and role in a party as well as a basic introduction to spell rotation/weaving.
Indeed. You had full creative ownership except for the 10-spell limit constraint.I assumed
At first glance, it does look like that but it's not because Macro = "For the effect's duration, 50% of damage taken is compiled.That's Macrocosmos.
Restores HP equal to a cure of 200 potency plus compiled damage when the effect expires or upon execution of Microcosmos."
Basically, Rewind can heal to full HP while Macro does not (or can but only under specific circumstances). It can be viewed as a party-wide benediction if planned correctly.
That was a single target effect while mine is party wide.That's old Arrow (from HW/SB).
But then again, I am not even trying to dispute my design > your design, or my design > SE design or my ideas > SE ideas. There were a bunch of random thoughts and how I would approach the task and for the sake of conversation.
I would also love a Healer that uses their life force (HP) to replenish, buff, and heal party members.




HW AST can AoE spread any of their card buffs with the help of Royal Road lol. So yes, they can apply AoE Haste with that instead of AoE Balance if you choose to.
Last edited by Rein_eon_Osborne; 01-21-2025 at 11:13 PM.

I can understand not going for the approach from my last post. It was more of thinking what would happen if we did want Haste to do things like reduce cooldown timers. Considering it would be quite the upheaval of party buffs from almost all classes, we may have to accept that the 2 minute meta could be the "lesser evil" to accept if we still want those buffs unchanged. That's just how FF14 works now.
For Skill Speed, all I can think of that is more safe is to buff the auto attack speed. It may be possible to place in an additional effect that allows the auto attack to cleave / splash damage to off targets as well. This might still give a slight favorance to single target, but it might still be okay to give these types of niches for the roles.
Spell Speed is probably already somewhat okay for BLM being a long casting turret. Although SMN mostly lost the benefits with the DoT removal. In order to match with what I suggested for Skill Speed, a multistrike property may need to be added for all the spells. Considering the power of autos, it will probably be in the 1 - 5% range of copying damage dealt at first.
We could make both stats also scale up the auto / copied damage the more of the applicable Haste we got too if we go this route.



I don't remember who had the one signature with the titanmen quote but that I guess

My sub runs out soon, who want to be my alt ? You just need bad/convoluted ideas and holding SE/Y.P. to the BS they promised but didn't deliver XD
#FFXIVHEALERSTRIKE
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