I personally like equilibrium, my issue is with the absurd regens put on top of the burst sustain is what I find is the issue with warrior, that combined with how strong bloodwhetting is healing wise, I can understand being against "burst healing" in a sense I think if tanks had less baseline mitigation values (such as the tank passive) Auto's would actually have room to do enough damage on the tank for there to be a reason to have a burst heal such as equilibrium. I think War should have the best Self healing (mind you heavily nerfed from current as I think we can at least both agree it's way too far), but lack any sort of team/target healing. Paladins Veil imo is fine, it's a shield and a heal on a 90s cooldown, 400 potency isn't that much but it's even weaker then a healers 400 potency, Warriors shake is sort of a issue because by the design of the ability the regen is already stronger then burst heal but warrior gets to have both the regen, burst heal ect. I don't think these cooldowns are that much of a problem if you removed the regen from warriors, if anything it makes sense for tanks to have a small form of group healing as tanks are fairly manageable with fights, while DPS you can kind of form parties around stacking dps with heals to make healers not needed. (I guess you can stack PLD's or something but its likely better to just bring a healer at that point and not lol). I think fights can much easily take into account tanks utility vs DPS.
Teamheals need to be limited, they don't need to be GCD (if they were they'd never be used and the point of team heals should be to support the healer not have a gcd DPS/Tank who is acting like a healer), Long cooldowns, very limited range (DNC for example), The Summoner's new ability feels overdone, considering Summoner already benefits from the maim and mend passive (that boosts healing by 30%) but also already has phoenix adding a heal every non standard bahamut phase feels as if this is a valid case of a job having too much aoe party heals, Monk also didn't really need healing AOE, it already had mantra. I think the availability of how more common these AOE healing skills are getting are getting way out of hand currently.
healers aren't needed for a lot of content Content like dungeons doesn't even require a tank it just requires one or the other; I think dungeons should aim for both to be important, I wouldn't be against healerless or tankless runs but I think the ideal is that the 1/1/2 split should be meta and not 3dps 1tank (or 3dps and 1 healer which is likely better DPS wise then 1/1/2). I think it says more about the fight design that one or two ogcd heals can replace healers, even removing tools from other jobs wouldn't really make healer more fun or engaging. I see the solution not as "lets remove one thing such as sustain or team healing" but reducing many working parts of the broken system and reforming certain aspects.
I was thinking about WAR's Shake it Off last night, and how ridiculously strong and 'one size fits all' it actually is. It gets it's 300p instant heal at 76, before that it's a 500p total regen. After 76, though, it goes to the current 800p total, plus a shield for 15% of the target's Max HP. All on a 90s CD. For comparisons:
- WHM's Medica 2/AST's Aspected Helios, for the majority of levelling (pre-85 trait) is 700p total (200p, plus 5 ticks of 100p). So, in content between 76 and 85 (such as TEA), a WAR has an action that out-heals a 'pure healer'.
- AST's Collective Unconscious is 500p (plus 10% mit) on a 60s CD. Celestial Opposition is 200p, plus 500 over 15s (total 700), on a 60s CD. Earthly Star is 720p when fully charged, on a 60s CD.
- SCH's Whispering Dawn is 7 ticks of 80p, totalling 560p.
- SGE's Holos is probably one of the most direct comparisons, being 300p shield, 300p healing, and 10% mit, but on a 120s CD.
- SGE's Pneuma is 600p, or 900 when boosted by Zoe, also on a 120s CD.
Or how about BloodWhetting (400p per attack, you can get 3 within its 6s Duration, plus a 300p shield upon use, 25s CD). Even when using it in Single Target (so, 1200p healing), you get comparisons like these:
- WHM's Cure 2/AST's Benefic 2, post level 85, is 800p, and costs damage (because it's a GCD)
- AST's Essential Dignity scales up to a maximum of 900p, on a 40s CD, compared to Bloodwhetting's 25s
- WHM's Divine Benison is 500p shielding, on a 30s Recharge time.
- AST's Celestial Intersection is 200p heal, 400p shielding, on a 30s Recharge time.
- SCH/SGE's Adlo/Eukrasian Diagnosis, are 300p healing, 540p shielding, for a total of 840p 'effective health'. At the cost of damage, since they're GCDs
- SCH's Lustrate and Excog are 650p and 750p respectively. SGE's Druochole and Taurochole are 650 and 750p respectively. Excog/Taurochole have 45s CDs, and all four take a resource you obtain once per 20s (on average)
And that's not to mention, if you use Nascent Flash on someone in the party, not only do THEY get the healing, the WAR still does too! This means that WAR can output 2400p of healing (split between themselves and another ally) every 25s. For free.
The TLDR of this is that 'Shake it Off and Bloodwhetting are the Swiss Army Knife of FFXIV actions'. It's destructive to the Trinity that a Tank has a skill that can heal for more than some of the Healer's skills. I don't know what SE were thinking when they decided on these potencies for WAR, but all I can assume is 'one of the devs who worked on WAR, happens to be a WAR main'. Some suggest that we should have 'more healing required', as the way to 'fix' Healers. But with potencies like this on WAR, I don't think we fully grasp the sheer amount of additional 'healing required' we'd actually need, to burden WAR back down from godhood. As long as Bloodwhetting is able to heal 'once per enemy hit' instead of 'once per action used', it's going to remain 'king of the dungeon'
Last edited by ForsakenRoe; 06-23-2024 at 07:52 PM.
Which is still very questionable, because outside of it's "one size fits all"-buttons the actual gameplay loop of the job is one of the most bland and unbelievably boring out there.
Yeah sure, the job is overtuned.
But I could just make a job that spams nothing but it's 1-2-3 filler as the gameplay, that filler then has 800-1200-2000 potency. It would be very strong, but would it actually be well-designed?
Last edited by Absurdity; 06-23-2024 at 07:57 PM.
Good thing to keep in mind is Tank healing potencies are weaker then healer potencies, healers (and casters) have a passive that boost their healing by 30%.
Regardless of that shake it off is still a really strong skill (bloodwhetting too), I think PLD/WAR could have their aoe barriers reworked so that they give out a regen once the barrier breaks for 50-100 potency (50 potency if it's too strong at 100), they should remove the general bursty heal effects from both.
Bastard trait, it always slips my mind. Still, that puts the WHM Medica 2 comparison value from 700p, to 910, pre-level-85. Which is still alarmingly close to WAR's 800p from SIO. That's the issue at hand, that WAR's actions encroach on the potency level of Healer actions, despite not being a Healer.
I also forgot to list Equilibrium, which, thanks to the HOT trait, becomes a total of 2700p selfhealing, for free, every 60s
Say it louder for the guys at the back. Why did MNK need a selfheal HOT on Riddle of Earth? You mitigate damage when you use it to defend against an attack, that's already the 'bonus for using it well', it didn't need a HOT too. Now in DT it's going to give access to a followup move that does 500p of AOE healing. Why? Monk already supported Healers by being able to grant Mantra, this new AOE heal is completely unnecessary. RPR got its 500p Regen from breaking Arcane Crest reduced to 250p because it was so good. Now we're just repeating the same mistakes on MNK?
In regards to the griefing methods you have seen people talk about, I hope nobody is going to intentionally stand in bad with the idea that it's going to "punish" non striking healers. I say this with complete sincerity, that is actually the only way to make healing fun in the current state of the game and would be completely counterproductive to the goals of the strike which is to show that healing is BORING. It's much better to aim for perfect play and frequent use of self heals.
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