



In a hindsight, I don't blame that entirely on the community. The devs plays a huge part in reinforcing this ideal when they keep deleting anything that doesn't come down to as simple as "more damage vs less damage" for whatever reason.




It shocks me that expedient survived
Actual true raw utility, in my 14, preposterous
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess



While the devs designed the jobs to enforce this kind of thinking, I can still blame the community for using the funny coloured numbers to boost their own ego or to try and dismiss opposing viewpoints, that kind of attitude can be wholly blamed on the community mentality of "the colour of your number proves your worth as a player".
See: Mr.Spreadsheet

In my previous mmo, there was actually a third option, which was an HoT focused healer. It was very strategic, in a similar way to the shield healers, but you'd stack various HoT's on the tank/party to try to match the damage input. There were a couple instant emergency heals available if you needed them, but which were also grossly inefficient and/or had a very long (5 min) recast. This same job also had a Dot-centric damage model. I actually enjoyed the heck out of it. I'd love to see something like that make an appearance in 14.If I could suggest an idea to SE, it'd be this: Drop the hard split, and swap over to a 'sliding scale' system. The better at 'Pure healing' a job is, the less Barrier capability it has, and vice versa. With this, WHM and SCH can be the champions at the far ends of the scale, masters of Pure and Barrier healing respectively, and AST/SGE can be a bit closer to the middle, leaning towards one side, but not fully abandoning the other. With this 'sliding scale', it becomes much easier to slot a new healer in too, eg one could be added that perfectly straddles Pure and Barrier capability, directly in the centre (I'd suggest a gameplay where the Barrier side is achieved by turning a portion of damage taken into a DOT, and the Pure side is achieved by mainly using HOTs to counteract the delayed damage DOT).


Mmm, and ideally such a thing would be possible here. Unfortunately, however, we have a raiding paradigm wherein certain attacks from the enemy simply cannot be 'healed' through. They do more than 100% of our Max HP, and serve to 'require' mitigation to survive. With that in mind, the 'sliding scale design' would mean that, in a WHM/AST comp, rather than the current situation of 'it doesn't work', I'd have it so AST is given ways to be the 'Mitigator' (eg by bringing back Nocturnal Sect, which reduces throughput of skills like Earthly Star but attaches Mitigation effects to them), but has little to no access to Barriers. On the flip side, I'd make WHM have access to Barriers (as a Lily spender), but little to no access to Mitigation (outside of Temperance). Thus, the two would need to work together, and cover each other's 'blindspots' if paired together. Similarly, SGE would take the lead on 'Pure healing' in a SCH/SGE comp. This hypothetical '5th healer' that is equal Pure/Barrier, would be flexible and adapt to their partner on a fight-by-fight basis, focusing more Pure healing output when with a SCH/SGE, and more on Mitigation when with a WHM/ASTIn my previous mmo, there was actually a third option, which was an HoT focused healer. It was very strategic, in a similar way to the shield healers, but you'd stack various HoT's on the tank/party to try to match the damage input. There were a couple instant emergency heals available if you needed them, but which were also grossly inefficient and/or had a very long (5 min) recast. This same job also had a Dot-centric damage model. I actually enjoyed the heck out of it. I'd love to see something like that make an appearance in 14.
An entirely HOT focused (eg what I suggested, but it doesn't have the mitigative half of the gameplay) job sounds cool on paper, and it can be in other games (where damage is faster paced, multiple hits, and doesn't instantly take us from 100% to -20%), but here it'd mean another 2 nonfunctional comps in raiding (WHM/new, and AST/new, to go with our current WHM/AST), and I'd rather reduce the number, not increase it
Last edited by ForsakenRoe; 09-30-2024 at 08:11 PM.



Speaking of regens, there's actually a way they can make it work better.An entirely HOT focused (eg what I suggested, but it doesn't have the mitigative half of the gameplay) job sounds cool on paper, and it can be in other games (where damage is faster paced, multiple hits, and doesn't instantly take us from 100% to -20%), but here it'd mean another 2 nonfunctional comps in raiding (WHM/new, and AST/new, to go with our current WHM/AST), and I'd rather reduce the number, not increase it
Imagine if you have a healer that can stack HoTs to an absurd level, then damage taken is partially mitigated by the HoT, so the attack deals 10% less damage but that damage will erase a portion of the active HoT.
That way, all the ticking HoTs can contribute to the mitigation and so the regen healers wouldn't be useless in a mitigation check. But the mitigation also comes at a cost, so you have to plan when you want to use it because it will weaken your HoT.

We actually do have a way to allow pure healers a chance to handle huge damage spikes while at the same time not use shields and mitigations. We use an ability to raise the target(s') maximum HP and increase the healing they receive from healing GCD (and maybe oGCD too) spells. It exists in the game already, except on the "wrong class" SCH through Protraction.
Possibly gives this to the WHM instead and make a party wide version with charges that take 60 - 120 seconds to regain one. If we go by ForsakenRoe's ideas, SGE would get the best version if they are on the deepest end of the pure healer spectrum. The current WHM is the best class to utilize such a boost to GCD healing spells due to the presence of the lily spells being needed to get Afflatus Misery juiced up. This could make a regen healer (Warcraft Druid comes to mind) pretty strong too with their HoTs ticking for more healing on a high Max HP ally.


Perhaps a it could be added as a bonus effect for Plenary (if given to WHM), since that already increases how much healing you're doing, it'd synergise with this new effect of 'also your Max HP is increased'?We actually do have a way to allow pure healers a chance to handle huge damage spikes while at the same time not use shields and mitigations. We use an ability to raise the target(s') maximum HP and increase the healing they receive from healing GCD (and maybe oGCD too) spells. It exists in the game already, except on the "wrong class" SCH through Protraction.
Possibly gives this to the WHM instead and make a party wide version with charges that take 60 - 120 seconds to regain one. If we go by ForsakenRoe's ideas, SGE would get the best version if they are on the deepest end of the pure healer spectrum. The current WHM is the best class to utilize such a boost to GCD healing spells due to the presence of the lily spells being needed to get Afflatus Misery juiced up. This could make a regen healer (Warcraft Druid comes to mind) pretty strong too with their HoTs ticking for more healing on a high Max HP ally.

Yeah. That could work. Divine Benison and Protraction could probably have their effects swapped with each other to get the single target versions.
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