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  1. #1
    Player
    Acelyn's Avatar
    Join Date
    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100

    Status effects would solve the healer drama

    since tanks are able to survive any type of beating and all of the dps are kinda hyper mobile, survivability is pretty high right now which leads to healers feeling bummed out.

    alot of players seem to think lowering defense would help healers, imho all that would do is just have them spam more healing magic nonstop, which would still be boring.

    a healer at its core is just a combat medic, that should be focused on instead, they have the ability to do what the others cant, not just refill hp because everyone has a second wind of some sort or magic heal, but what dps and tanks cant do is rid themselves of status effects.

    status effects would well...affect each role yet not truly hinder them or the overall gameplay if implemented correctly. they may get hobbled a bit but a quickminded healer would have them fixed quickly.

    for tanks and our mobile af dps they could be hit with attacks that cause them grief, get slowed down, silenced, cursed, blinded, berserked, disabled, controlled etc etc, ff as a series has massive bag of tricks to toss at players, they could even implement tricks into bosses at all tiers from leveling dungeons to high end trials so they can hit different jobs in different ways, you can hobble a rdm/smn with something differently than lets say a samurai/reaper.

    but mostly it brings healers back up without turning them into hp stations, or snatching the defense of other jobs, they would be busy not just healing but more like "taking care of" the party, noticing what affliction has hit who and curing it so they can get back to their normal rotation, plus since YoshiP himself has admitted to the game becoming too easy this would put a bit more of a load on healers difficulty wise.
    (3)

  2. #2
    Player
    Graveyardprincess's Avatar
    Join Date
    May 2024
    Posts
    206
    Character
    Raven Nightshade
    World
    Seraph
    Main Class
    Viper Lv 100
    EH or just make the game so there is a point within the roles even existing a healer should primary healing not dps prime and heal secondary add in buffs for healers that noone else gets access to that they can grant party members we have status effects negative wise in the game just you either cant esuna them off or there is 0 point in doing it since they only last 15 seconds lol


    everything being just blue dps or green dps is just horrible to start with lol


    Which i just dont like if i want to do alot of dps then id play a dps job not a tank not a healer.. when im on a healer i want to primarly heal nonstop with only split moments that dpsing is possible, when I tank i want to be hurt by enemys nonstop not just be another dps lol
    (2)
    Last edited by Graveyardprincess; 06-19-2024 at 12:13 AM.

  3. #3
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,073
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I love the idea of more common and frequently ‘Esuna-ble’ debuffs in content, especially unavoidable.

    Unfortunately they won’t ever do it because there’d be too many healers complaining about having cast Esuna too much / ‘we’re just Esuna bots now’, or healers just straight up letting people die because they didn’t want to cast Esuna or whatever (which isn’t exactly common but I’ve sadly seen it happen before lol)
    (3)

  4. #4
    Player
    Lemuel81's Avatar
    Join Date
    Jul 2014
    Posts
    563
    Character
    Draelon Eldad
    World
    Behemoth
    Main Class
    Thaumaturge Lv 91
    I have always said that I would like to see two things being implemented in FFXIV. More status effects that must be cleansed and spell interrupts. Ones if you do not cleanse or interrupt it can cause high spike damage. I would also like to see an overall increase in consistent incoming damage. If square enix cannot compensate then I do not see a reason for tanks (looking at you warriors..) to have so much self healing. This expansion is going to be rough on finding healers, or this strike is going to go absolutely nowhere and things will remain the same.
    (4)

  5. #5
    Player
    CVXIV's Avatar
    Join Date
    Jan 2024
    Posts
    648
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    I don't think it would fix the main complaint about lack of damaging options, but I do like to see esuna get more use.
    Not so fun when you get the dead ends and the healer doesn't have esuna on their bar though haha
    (1)

  6. #6
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Acelyn View Post
    Status effects would solve the healer drama
    They would not.

    The thing about internet drama is that it's about drama - there's no way to "solve" it per se.
    (4)

  7. #7
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Connor View Post
    I love the idea of more common and frequently ‘Esuna-ble’ debuffs in content, especially unavoidable.

    Unfortunately they won’t ever do it because there’d be too many healers complaining about having cast Esuna too much / ‘we’re just Esuna bots now’, or healers just straight up letting people die because they didn’t want to cast Esuna or whatever (which isn’t exactly common but I’ve sadly seen it happen before lol)

    Above is the magic page from the FF1 manual.

    Take note of what is white magic:
    Level 1
    CURE - obvious, 16-32 HP to one ally.
    HARM (Dia) - Inflicts damage to 20-80 damage ALL Undead, anything else, no damage.
    FOG (Protect) - Defense +8 to one ally
    RUSE (Blink) - Evade +80 to Caster

    Level 2
    LAMP (Blinda) - Cures blind
    MUTE (Silence) - Prevents target from casting magic
    ALIT (NulShock) - Half Damage from Lightning/Thunder
    INVS (Invisible) - Evade +40 to single Ally


    Level 3
    CUR2 (Cure 2/Cura) - 33-66 to one ally.
    HRM2 (Diara) - 40-160dmg to ALL undead
    AFIR (NulBlaze) - Half damage from fire attacks
    HEAL (Medica) - Heal 12-24 HP to party

    Level 4
    PURE (Esuna/Poisona) - Cures Poison
    FEAR (Fear/Panic/Terror) - Makes enemies flee battle
    AICE (NulFrost) - Half damage from Ice/Blizzard
    AMUT (Vox) - Cures Mute

    Level 5
    CUR3 (Cure 3/Curaga) - 66-132 HP to ally
    LIFE (Revive/Resurrect/Raise) - Brings KO'd character back with 1 HP
    HRM3 (Diaga)- 60-240 damage to ALL Undead
    HEL2 (Heal 2/Healara/Medica 2) - Heals 24-48 HP to all allies

    Level 6
    SOFT (Stona) - Cures Petrification
    EXIT - Immediately exits dungeon
    FOG2 (Protera) - Defense +12 to ALL allies
    INV2 (Invisira) - Evade +40 to ALL allies


    Level 7
    CUR4 (Cure4/Curaja/"Benediction") - Cures ALL HP of one ally
    HRM4 (Diaja) - 80-320 damage to ALL undead
    ARUB (NulDeath) - Protects from instant-kill (eg Doom)
    HEL3 (Heal 3/Healaga/Medica 3) - Restores 48-96 HP of all allies

    Level 8
    LIF2 (Full Life) - Revives one Ally from KO to full HP
    FADE (Holy) - High damage to ALL enemies
    WALL (NulAll) - Reduces incoming damage by half
    XFER (Dispel) - Removes all enemy buffs

    Bolded - "DPS", note that only the 8th level spell actually does damage to enemies other than just undead. All are "AOE"
    Italics - Debuffs "DoT"'s
    Underline - Buffs

    FF1 sets the stage, but all subsequent games to 6 remove Dia in favor of just casting "Cure" on the undead to do the same thing. Likewise "Heal" or "Medica" could be triggered on the own party or the enemy party with the shoulder buttons, which is why they are also missing from FF4/5/6. Damage is however split when cast to the party.


    FF6, PoisonA only removes Poison and Sap. Esuna removes Darkness, Poison, Petrify, Silence, Confuse, Sap, Sleep, Slow and stop
    FF6 has Regen. Otherwise White magic is only Cure 1/2/3 and Life 1/2/3, Shell, Protect, Reflect
    FF6 has Holy as the only White Magic DPS which is an AOE

    FF5, PoisonA only removes Poison; Esuna everything but Doom/KO
    FF5 has Mini, Confuse and Berserk as a castable debuff, and Dispel to remove all buffs from target
    FF5 has Shell, Protect, Reflect and Blink as castable buffs
    FF5 has Holy as the only White Magic DPS which is an AOE

    FF5 has Regen under Time magic. The "Time" mage is the closest thing to Astrologian (Comet, Gravity, Meteor as available DPS, and Banish as an instant-kill), also has Haste, Quick, Float as buffs; Stop, Slow and Mute as debuffs.

    FF4 has Cure/Cura/Curaga/Curaja, Life/Full-Life,
    FF4 has Protect, Reflect, Shell, Blink, Haste, Float as buffs
    FF4 has Confuse, Silence, Dispel as debuffs
    FF4 has Holy as the only DPS and is an AOE.

    Putting all those together we see that what is missing from the "White Mage" are the Protect/Shell shields and Blink as an evasion buff. But also missing Haste as a functional party buff (Lightspeed (reduces by 2.5s, but all casts are already 1.5) and Presence of Mind (reduce cast time by 20%) are barely useful except to cast consecutive AOE's) and Float (to protect against quake type attacks)

    I think since 14 has so many "debuffs" that monsters can cast, it's worth considering adding more, or affixing the debuff to the GCD attack so that it's "constantly" being cast and the target can't cleanse or become immune to.

    It should be pointed out that Holy and Gravity in 14 has been nerfed multiple times, with Gravity should have having status debuff like slow or heavy. Unfortunately the way "Gravity" works in 14 and the way it works in 5 and 6 is pretty far removed since knocking 75% of the HP off trash mobs would be immensely game breaking.

    Like Holy/Dia should always cast "DPS" levels of damage to Undead, and it's normal damage to everything else only if stunned. The stun should just bounce on the first hit though. So if you DPS with Dia, the first hit is 0 damage but a stun, then the next two hits do damage, and then a third hit does a stun again with no damage, next two hits do damage. I'm sure a stun-lock is also game breaking, which is why the first hit should do no damage, only the hits while stunned do full damage. That would allow Holy to be "more powerful" and two white mages don't blow their stun on the target immediately. If other DPS attack the stunned monster, it reduces the stun time.

    Anyway THAT is just figuring out ways to keep debuffs as a thing without them just immediately being wasted by two people trying to stun or hit the same debuff at the monster at the same time. In boss fights, it's usually pointless to use the AOE except during adds anyway.
    (1)

  8. #8
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,086
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    Let us be honest. A lot of the nonsense we have now is because of feedback from people years ago.
    I remember threads where people complained about having to heal to much and barely be able to to damage. Others complained about to many dispellables.

    There you go. Now we have 2,1,1,1,1,1,1,1,2,3. as a healer rotation (3 being the ogcd aoe heal.)

    Same with pvp. People complained pvp was to hard with all those pve and additional pvp skills, the crits, the gear requirement.
    Now we have a arcade MOBA mode for pvp.

    Blame the folks who cried for the changes. I can't blame Squeenix for having enough. I guess the only thing they could consider would be finding a middle ground between all the options.
    (1)
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  9. #9
    Player
    TaleraRistain's Avatar
    Join Date
    Jun 2015
    Posts
    5,268
    Character
    Thalia Beckford
    World
    Jenova
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Acelyn View Post
    status effects would well...affect each role yet not truly hinder them or the overall gameplay if implemented correctly. they may get hobbled a bit but a quickminded healer would have them fixed quickly.
    Ever done Unreal when someone misses a tower? Seen more than one wipe at that point.

    I'll say the same thing I said in the other thread. If SE wants to utilize status effects more (and that's not a bad idea), then healers need AoE Esuna capabilities. They would also need to change some effects to be more debilitiating either in effect or time because there are some that we just ignore and heal through now.
    (0)