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  1. #1
    Player
    Reginald_Cain's Avatar
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    Sep 2020
    Location
    Gridania
    Posts
    731
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100

    The post stormblood healer design

    Since shadowbringers healing has been the most boring role in the entire game. People who think we need to take more damage to fix the issue are wrong and openly advocate for design that doesn't appeal to people who play ff14. The whole game is about contributing as much damage as possible while performing mechanics. Healer should heal but the idea of healers just healing is awful 2004 world of war craft stuff. This is not the same game. In stormblood the people who played healer liked the unique damage dealing methods each healer had and hate the copy paste dps kits they all have now. The whole appeal of healing in this game was you weren't just a heal bot like all the old mmos but an active contributor to killing your enemies. Balancing when to dps vs heal was what separated the mid and great healers. The new design is completely inferior.
    (3)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    2,103
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    People who think we need to take more damage to fix the issue are wrong and openly advocate for design that doesn't appeal to people who play ff14
    [citation needed]
    (1)

  3. #3
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    731
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Literally all my friends who have played this game for years and other forum posters miss the old dps kits and feeling more involved in combat outside using a plethora of ogcd heals sometimes.
    (2)

  4. #4
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,195
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    I feel like there are a couple issues getting jumbled together here…

    Proportion of actions during an encounter spent on healing vs. damage:

    As a child of post-ShB, I don't know what the Ancients had, but I can tell you that what my poor sundered self has: A proportion far too lopsided towards damage.

    That said, I do not not advocate for 100% healing, 100% of the time, but current encounter design leaves me feeling like we're at the opposite extreme: 100% damage, 100% of the time.

    Surely there's a middle ground to be had — which ultimately comes down to encounter design and how it dishes out damage. I shouldn't have to rely on a party being comically bad at not standing in the orange puddles…

    How healers deal their damage:

    A single target nuke, an AoE nuke, and a single target DoT is basically what they have now, with some flavor buttons that get used on cooldown, if they get used at all.

    Depending on how encounter design evolves to address the previous point, I think I'd be okay with even an illusion of having more to do. I mean, I'm happier to mash 111111 on PCT than any healer because at least PCT cycles through three animations… It's not exactly riveting gameplay, but it feels better.
    (3)

  5. #5
    Player
    Reginald_Cain's Avatar
    Join Date
    Sep 2020
    Location
    Gridania
    Posts
    731
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Even a sundered like apkallu can agree that healers dps kits has been overly neglected. I'd take pictomancer style damage gcds on healer just to have something. Looking back on feedback my post and comments elsewhere I'm a bit more inclined to agree that maybe more damage to deal with would be a bit more fun but what irritates me is i know the devs are gonna hear that and neglect healer damage buttons for another decade. Sure make healing more intensive for people who want more engagement with the plethora of healing buttons that will go unused in most casual content where tanks can solo heal themselves. Just don't forget to make our non healing kit more engaging too please. It has been neglected for too long and the healers feel more homogeneous than the tanks now. I can just barely tolerate the tanks because atleast their fillers and burst are slightly different. Healers are literally 111 2 111 on all 3. Gunbreaker has 123 spender, warrior has 123a and 123b spender, Paladin literally has 123 4a4b4c instant ranged spell. The healers? Reskinned nuke and dot on ALL of them for 8 YEARS. It's pretty awful for a lot of casual content where not much healing is needed. You know the content the majority of players do? Can casual content benefit from more intense heal checks? Sure fine but oversimplification of the damage kit, in tandem with the boring/underutilized healing kit will perpetuate healing be the least popular role for a long time.
    (2)

  6. #6
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,651
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 91
    I'm fine with the simple DPS rotation that healers have now, but I think it could use at least one extra filler keybind - would feel like a sweet spot between too little and too many.

    What bothers me most about the kit is not that, but why the filler actions have to be IDENTICAL? 1.5s casted nuke, 30s dot. It's really hard to get at least a bit more creative?

    One healer could have a combo but not a dot. Ast's Combust could be a delayed single target nuke. Maybe another healer could have 3 dots and no casted nuke. With one extra key into the filler rotation they could get more creative.
    (3)

  7. #7
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    2,103
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Reginald_Cain View Post
    Literally all my friends who have played this game for years and other forum posters miss the old dps kits and feeling more involved in combat outside using a plethora of ogcd heals sometimes.
    That's an entirely different thing than what you said before though?
    (1)

  8. #8
    Player
    Asdif_Laoeg's Avatar
    Join Date
    Feb 2021
    Posts
    61
    Character
    Shara Tayuun
    World
    Shiva
    Main Class
    Pictomancer Lv 97
    They have an easy way to improve healer design. They need to change most of the oGCDs to GCDs. With this the the we got 2 changes.

    1. The normal rotation is not 1,2,1,1,1,1,1,1,1 any more since we need to use GCDs to Heal.
    2. The Healer Design is back to its roots of anticipating Damage and use Heal/Regen/Shield GCDs shortly before the damage hits.
    (4)

  9. #9
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    2,103
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Asdif_Laoeg View Post
    They have an easy way to improve healer design. They need to change most of the oGCDs to GCDs. With this the the we got 2 changes.
    I'd go a step further:

    * Most (if not all) oGCDs healing and support becomes GCDs. Not all of these cast instantly, it varies. Some are instant GCDs, others are fast or even slow casts.
    * Most (if not all) GCD damage abilities become oGCDs with a 2.0s-ish CD (cannot double-weave the same thing).
    (0)

  10. #10
    Player
    Reginald_Cain's Avatar
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    Sep 2020
    Location
    Gridania
    Posts
    731
    Character
    Reginald Cain
    World
    Exodus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Carighan View Post
    I'd go a step further:

    * Most (if not all) oGCDs healing and support becomes GCDs. Not all of these cast instantly, it varies. Some are instant GCDs, others are fast or even slow casts.
    * Most (if not all) GCD damage abilities become oGCDs with a 2.0s-ish CD (cannot double-weave the same thing).
    That sounds crazy but it would be better than we have now.
    (4)

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