Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11
  1. #1
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Solution to Healer design (maybe)

    Healer design is the most boring design ever.. this hurts the game even more than what dev expected with long queues

    I am suggesting to have 6 different identity jobs based on:
    1- casting
    2- functionality

    Healer with long casts (2.5) and fewer swift casts (1.5):
    Positive: have higher burst healing/ sheild mitigations.
    Negative: movement is limited.

    Healer with swift casts (1.5 sec) and fewer insta casts:
    Positive: combo based spells to healing/sheilding/mitigations (require more than 1 or 2 buttons to press).
    Negative: movement is better.


    Regarding functionality:
    1- healer can heal through debuffing
    2- healer can heal through dpsing
    3- healer can heal through buffing and utility.

    All jobs can have some skills can be be triggered randomly to give some fleaver to it's design.

    Now we have 2x3 = 6 healing jobs that are fun and unique.

    I didnt count that maybe there is a melee healer job it would increase the number of unique healer job design from 6 to 12.
    (0)
    Last edited by BabyYoda; 08-22-2024 at 09:43 PM.

  2. #2
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    I don't think the problem is uniqueness. Each current healer is (read: was, at least one expansion ago) unique enough to stand on its own when designed correctly.

    WHM was the pure healer with a lot of regens and AOE sustain.
    SCH was the support shield healer with management of buffs and strategy regarding the pet.
    AST was the support healer that offered quite a bit of options with cards and its numerous panic buttons.
    SGE was the pure shield healer that was able to partly focus on healing through DPS.

    The problem with healer design is 1. that current content doesn't really require healers, or at least it doesn't require them to have a lot of uptime, and 2. that there is little for them to do during this excess downtime.

    Adding more flavors of the same bad encounter and job design won't really fix things.
    (0)
    Last edited by NegativeS; 08-22-2024 at 09:46 PM.

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,288
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by NegativeS View Post
    I don't think the problem is uniqueness. Each current healer is (read: was, at least one expansion ago) unique enough to stand on its own when designed correctly.
    There's still a very base thing that could be different. Every healer's dps rotation is very simple. That's okay, I don't mind it (as long as healing is engaging), however why it needs to be the exact same copy Nuke spam + 30s dot for all four of them?
    (0)

  4. #4
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Raikai View Post
    There's still a very base thing that could be different. Every healer's dps rotation is very simple. That's okay, I don't mind it (as long as healing is engaging), however why it needs to be the exact same copy Nuke spam + 30s dot for all four of them?
    At no point did I say that healers shouldn't have more robust DPS options.
    (0)


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  5. #5
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,288
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by NegativeS View Post
    At no point did I say that healers shouldn't have more robust DPS options.
    I know, but that's an uniqueness point that I feel it needs to be addressed.
    (0)

  6. #6
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by NegativeS View Post
    I don't think the problem is uniqueness. Each current healer is (read: was, at least one expansion ago) unique enough to stand on its own when designed correctly.

    WHM was the pure healer with a lot of regens and AOE sustain.
    SCH was the support shield healer with management of buffs and strategy regarding the pet.
    AST was the support healer that offered quite a bit of options with cards and its numerous panic buttons.
    SGE was the pure shield healer that was able to partly focus on healing through DPS.

    The problem with healer design is 1. that current content doesn't really require healers, or at least it doesn't require them to have a lot of uptime, and 2. that there is little for them to do during this excess downtime.

    Adding more flavors of the same bad encounter and job design won't really fix things.
    Why not both?

    Healer job design is the worst in the game
    8.0 job rework I think they will focus on healers and tanks more than dps
    (0)

  7. #7
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by BabyYoda View Post
    Regarding functionality:
    1- healer can heal through debuffing
    2- healer can heal through dpsing
    3- healer can heal through buffing and utility..
    The issue with healing through debuffing / dpsing is that, unless it is 1 or 2 abilities at best, those are not available when the boss isn't there.
    And while this isn't really often the case in savage, it sure is in ultimates where job balance is all the more important.

    I also really don't understand what you're trying to suggest here.
    Saying "we should have healer with long/short cast, regen/shield, functionality/absence of is really like saying everything and nothing at the same time.

    I mean, I don't want to be rude but it's like if someone came and said "Well, I think we should have a better caster diversity by making one does ice magic, one fire magic, one earth magic (etc..), there we go, we got 6 uniquely themed caster, problem fixed".

    Finally, "all jobs can have some skill that can be triggered randomly" only works on DPS, never ever on healing. We had 1 random healing ability, The Lady on AST and it turned out to be one of the worst healing skill because you simply can't base your ability to heal through a mechanic based on something that is "some time there, sometime not". It's like if your Earthly star had 50% chance to explode for DPS or healing... Well you better not plan any clutch healing with that one or you're in for a big surprise... half the time.
    (1)

  8. #8
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Sylvain View Post
    The issue with healing through debuffing / dpsing is that, unless it is 1 or 2 abilities at best, those are not available when the boss isn't there.
    And while this isn't really often the case in savage, it sure is in ultimates where job balance is all the more important.

    I also really don't understand what you're trying to suggest here.
    Saying "we should have healer with long/short cast, regen/shield, functionality/absence of is really like saying everything and nothing at the same time.

    I mean, I don't want to be rude but it's like if someone came and said "Well, I think we should have a better caster diversity by making one does ice magic, one fire magic, one earth magic (etc..), there we go, we got 6 uniquely themed caster, problem fixed".

    Finally, "all jobs can have some skill that can be triggered randomly" only works on DPS, never ever on healing. We had 1 random healing ability, The Lady on AST and it turned out to be one of the worst healing skill because you simply can't base your ability to heal through a mechanic based on something that is "some time there, sometime not". It's like if your Earthly star had 50% chance to explode for DPS or healing... Well you better not plan any clutch healing with that one or you're in for a big surprise... half the time.
    English is my second language sorry if it is not clear

    IMO all healers should have:
    Healing spells
    Sheilding spells
    Regen spells
    Mitigation spells

    The current design isn't even logical ( 2 shield healer , 2 pure healer), this will kill some jobs, for example now pure shield jobs are better in most ways.

    Healing through dps it means the following:
    Healer can heal without dps but there is a tradeoff:
    - mana cost will be tripled
    - cooldown will be higher

    But if the healer uses Healing though dps it will cost less mana and cd
    this is the same for Debuffing/Utility jobs

    Having high cast (2.5) like black mage or old white mage benefit from:
    - having more burst healing ×2 compare to swift cast(1.5)
    - players will try to make more prediction weather they cast Healing/ dps now or wait few second.
    - it is not about design fire or ice on anything it is about the gameplay feel, I am talking here about the gameplay nothing related to job theme.
    Summoner and black mage for example feels so different from each one the reasons is casting.

    healer with different functionality is like I mentioned above:
    1- healer can heal through debuffing
    2- healer can heal through dpsing
    3- healer can heal through buffing and utility


    "The issue with healing through debuffing / dpsing is that, unless it is 1 or 2 abilities at best,"
    Did I mention that it will be 2 ability? and why are you saying that?
    I am not a game designer nor you,
    There are game designer in this world that could create a kit that can have more than 1 or 2 abilities for a job is DPSing/Debuffing.

    "Finally, "all jobs can have some skill that can be triggered randomly" only works on DPS, never ever on healing"
    It could work for healers.
    For example if you cast 3 glare you can cast high damage ability but under certain circumstances that can trigger randomly it could damage and heal or shield or mitigation or whatever
    same for utility and same for debuffing
    (0)
    Last edited by BabyYoda; 08-23-2024 at 05:33 PM.

  9. #9
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by NegativeS View Post
    I don't think the problem is uniqueness. Each current healer is (read: was, at least one expansion ago) unique enough to stand on its own when designed correctly.

    WHM was the pure healer with a lot of regens and AOE sustain.
    SCH was the support shield healer with management of buffs and strategy regarding the pet.
    AST was the support healer that offered quite a bit of options with cards and its numerous panic buttons.
    SGE was the pure shield healer that was able to partly focus on healing through DPS.

    The problem with healer design is 1. that current content doesn't really require healers, or at least it doesn't require them to have a lot of uptime, and 2. that there is little for them to do during this excess downtime.

    Adding more flavors of the same bad encounter and job design won't really fix things.
    I believe this will kill AST even more..
    AST IMO shouldn't be healer in the first place it should be caster support similar to BRD.
    but if we have it as healer it should be healer.

    healer design is the same for all healers switching to other healer will take 10 min of reading spells to understand the differences.
    (0)

  10. #10
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Raikai View Post
    There's still a very base thing that could be different. Every healer's dps rotation is very simple. That's okay, I don't mind it (as long as healing is engaging), however why it needs to be the exact same copy Nuke spam + 30s dot for all four of them?
    I don't think they will go higher difficulty, we will stay on expert mode level of difficulty.
    but still job design is the worst even for these dungeons,
    it is balanced but bad gameplay
    (0)

Page 1 of 2 1 2 LastLast