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  1. #3031
    Player
    Summersong's Avatar
    Join Date
    Dec 2013
    Posts
    9
    Character
    Skye Summersong
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Saraide View Post
    Clemency is a great example here because that ability is completely fine to be on paladin. It undoubtably is a powerful ability in a clutch scenario but it doesnt read 'here have benediction on a 25s cooldown'.
    It also fits with PLDs job theme. I'm confused why WAR heals itself. If anything their job reads as more of a berserker role where they should be enraged and deal extra dps but at the cost of something else - like taking more damage, or being locked into completing their fell cleave combo while being unable to disengage or move away from the boss. (I can see why the latter is NOT a thing, especially as they had to remove animation movement lock from dragoon jumps, but it would make MORE sense than self healing.)
    (6)

  2. #3032
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,260
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    What baffles me the most is the current copy paste aspect of healer's spammable actions. The scope of a healer's DT 'immediate' dps kits, the actions you'd be pressing the most, at least 60s recast times.

    Glare + Dia + Assize
    Broil + Biolysis + Energy Drain
    Malefic + Combust + Earthly Star + Dps card (*I didn't count Lord since technically it's only available every 2 minutes)
    Dosis + E. Dosis + Phlegma + E. Dyskrasia (*maybe? If it turns out to be a gain in DT's final build)

    Even if this amount was somehow (not that I'd agree) a good compromise, it doesn't have a reason for it to be almost the SAME across healers. Is this '1.5 cast nuke + 30s dot' just laziness?

    Why a healer can't have a spell combo system instead of a dot to manage?
    Why a healer can't have just very short lived dots to maintain instead of a spammable nuke?
    Why Astrologian can't have Combust being a single target 'time bomb' that blows up for more damage if caught by Earthly Star?
    Why can't a healer have a nuke with the old long cast time?
    (4)

  3. #3033
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,015
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    You'd have to fundamentally change how terribly over designed dungeons are for there to be any meaningful change and even then all it would be is increased incoming damage so you're forced to heal more and dps less and people would start screaming for it to be back to normal again. People started this problem, and people will complain until it goes back to the way it is where healers aren't necessary. You started this garbage learn to like the taste of it.
    (1)

  4. #3034
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,177
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by RaineFlynn View Post
    It also fits with PLDs job theme. I'm confused why WAR heals itself. If anything their job reads as more of a berserker role where they should be enraged and deal extra dps but at the cost of something else - like taking more damage, or being locked into completing their fell cleave combo while being unable to disengage or move away from the boss. (I can see why the latter is NOT a thing, especially as they had to remove animation movement lock from dragoon jumps, but it would make MORE sense than self healing.)
    Lifesteal is fine, it’s always been a part of ff14 warrior. The quests went on about them being able to fight forever as long as they had an opponent iirc. I think thematically nascent is meant to be like awakening the warrior beast thing in whoever it’s pointed at, even if it’s a bit silly. Shake it off should lose at least one if not two of shield, hot, flat heal. While thematically it’s reasonable on its face, it’s just way too strong and covering too many bases. Raw intuition and nascent being mutually exclusive was healthier too I think, leaning back into the hw theming. It’s also silly to have a flat potency, instead of 1/2 damage dealt or whatever scale factor you want. I’d also like it if they gave big hp low mit another shot, now that the devs are in n a more similar page to the players instead of presenting t5 and being surprised people don’t want to chain res it.
    (0)

  5. #3035
    Player
    Summersong's Avatar
    Join Date
    Dec 2013
    Posts
    9
    Character
    Skye Summersong
    World
    Phoenix
    Main Class
    White Mage Lv 90
    Quote Originally Posted by fulminating View Post
    Lifesteal is fine, it’s always been a part of ff14 warrior. The quests went on about them being able to fight forever as long as they had an opponent iirc. I think thematically nascent is meant to be like awakening the warrior beast thing in whoever it’s pointed at, even if it’s a bit silly. Shake it off should lose at least one if not two of shield, hot, flat heal. While thematically it’s reasonable on its face, it’s just way too strong and covering too many bases. Raw intuition and nascent being mutually exclusive was healthier too I think, leaning back into the hw theming. It’s also silly to have a flat potency, instead of 1/2 damage dealt or whatever scale factor you want. I’d also like it if they gave big hp low mit another shot, now that the devs are in n a more similar page to the players instead of presenting t5 and being surprised people don’t want to chain res it.
    Thank you for clarifying the lore context for warriors heals. I have levelled warrior but I've forgotten it since ARR days.
    (0)

  6. #3036
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,042
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Self healing is one thing but warrior healing others doesnt really make sense. I feel like that's simply a case of job homogenization. One tank's short cd mit was throwable so now they all have to be. The end result of that is that functionally no tank is allowed to have an advantage over SE's clearly most favored tank.
    (6)
    Quote Originally Posted by Orinori View Post
    Aren't you the same Saraide who makes every savage pf blacklist you because you can never do a mechanic correctly and constantly causes enrage wipes? Pretty ironic to read this lmfao

  7. #3037
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    For Me there are two main issues with the healer state:

    1. Healer kits are over bloated with healing tools and are largely unnecessary while having a dps kit too shallow to be engaging at all.

    2. Non healer self sustain is too high that it starts to invalidate healers in content.


    I would say issue 2. Is what devs should focus on as it will also impact issue 1 at same time.



    Tanks should return to Stormblood levels of mitigation and self sustain but damage output of content should stay as it currently is or higher. This change would force healers to flip between both healing and dps sides of their kit more often, yes the kit still be shallow but flipping between the two more often is healthier than 90% on one side that it currently is.

    Stuff like War’s bloodwhetting either removed or limited on how much it can heal significantly, tanks should not be able to survive big pulls with no interaction from a healer

    The passive increase of defense tanks have gotten from tank stance, remove it, they have mitigation tools for a reason don’t give them a passive that is equal to or better than them, tanks be able to tank just fine but it would require better team effort with their healer and dps to pull wall to wall.

    For Dps any bonus healing to other party members drastically reduced, they ain’t healers they are dps so make them act like it more(see people who say why don’t you healers play dps if wanna dps can work the other way too), stuff like vercure potency is at most 5% hp of target (panic heal at best useless to maintain hp pools between raid wides), curing waltz only affects Dnc+dance partner, improv no longer shields or regens pick one, PCT loses that AoE shield, Phoenix loses its regen (lore be damned the devs stopped caring about job lore ages ago couch ShB Ast cough), Rpr’s shield either remove trait that makes it AoE regen if breaks or make it purely on Rpr only, PCT’s burst heal remove it from the skill they ain’t a healer why do they have such a potent heal.


    Make healers have to balance both sides of their kit better then look at improving both sides of the healer’s kit. Right now non healers are a bigger threat to the usefulness of healer’s healing toolkit than the healers kit themselves.
    (3)

  8. #3038
    Player
    Aarchie's Avatar
    Join Date
    Feb 2020
    Location
    Old Sharlayan
    Posts
    37
    Character
    Archie Heios
    World
    Sagittarius
    Main Class
    Sage Lv 90
    Is it me or some people don't get it?

    1. Healer gameplay should be engaging in all sorts of content. From brain dead dungeons to high end raids. Engaging = either more heals, or DPS, or something else. It doesn't really matter. What matter is the fun factor while doing it and doing something actually interesting gameplay-wise.

    2. SE will NOT I change the whole battle system, nor will make older content fights require much healing. Hence healer will need to DPS. The question then is: if we need to DPS, why does it have to be one button mashing? If we have to DPS at least make it interesting and synergise with the healing kit.

    3. Healer identity is a problem. To the point you can almost make a 1:1 comparison of skill between SGE/SCH for example.

    4. The other jobs being able to do all what healer do, like WAR being able to self-sustain to the point healers are not needed, is not how it should be. What's the point of the healer if your tank can survive it without it? "DPS instead" - go back to point 2.
    (21)

  9. #3039
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    Now that my daily post limit is back, I've finally figured out how to make healers engaging without nerfing WAR sustain,

    they have all the tools anyway, just actually make them a green role with some minor tweaks. People have been asking for a melee healer after all.
    (1)

  10. #3040
    Player
    aiqa's Avatar
    Join Date
    Jul 2019
    Posts
    331
    Character
    Eleasaid Seraqa
    World
    Zodiark
    Main Class
    White Mage Lv 100
    Quote Originally Posted by fulminating View Post
    M80 the literal first bullet on the first post’s manifesto is about sustain not belonging on other jobs. I would also like to know how well sb drk would cope with the mt gulg pulls.
    That is not a black/white point. That bulletpoint claims heals being given to other roles becomes a problem when it encroaches on the healer role. That doesn't mean all heals should be removed from other roles. And that point doesn't claim all jobs have encroached on the healer roles. I don't see why I'd have to defend DRK performance before supporting a claim that the healer role is being encroached on. DRK isn't the only job in the game, and is not the job that I (or any other people I've seen) have listed as problematic in this thread.
    (8)

  11. 06-17-2024 09:39 PM

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