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  1. #81
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,829
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Yeah I mean can i just have permanent stun on holy and do 20% more damage than I do now

    I mean who cares about balance right?
    (4)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  2. #82
    Player
    Hanzz96's Avatar
    Join Date
    Jan 2022
    Posts
    144
    Character
    Alyxandria Ashwren
    World
    Jenova
    Main Class
    Machinist Lv 100
    WAR is only a "healer" in dungeons, their short cooldown actually isn't great in high end content I'd take HoC over Bloodwhetting anyday in exteme/savage/ultimate.

    Fact is healers really aren't needed in dungeons anyway and even if they were you would still get healers who don't dps or heal and just throw out a cure I occasionally and afk. The problem isn't with WAR being a "healer" its with most healers being so brain-dead in Duty Finder that other roles needed survivability in casual content.
    (0)

  3. #83
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,125
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Because an entire role belongs in the mud for having bad players. right. Modern Healers probably attract more of them given how little they have to do in casuals but it's also not like a lot of dps you run into in your roulettes aren't also awful. It's also way easier to spot a bad healer too.
    (0)

  4. #84
    Player
    Hanzz96's Avatar
    Join Date
    Jan 2022
    Posts
    144
    Character
    Alyxandria Ashwren
    World
    Jenova
    Main Class
    Machinist Lv 100
    Point is stop complaining WAR is fine
    (0)

  5. #85
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    612
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    So... Why not let healers tank?

    They could:
    * Add Protect and Shell to Healer Role Actions, where Protect is a 30% mit and Shell is a 10% mit with healing potency buff. Both oGCD and with low CD.
    * Buff self healing potency of regens, Kardia potency and the potency of Eos' healing (the Scholar)
    * Revamp Cleric Stance to act like a nerfed tank stance and add it to Healer Role Actions (i/e, if tank stances aplify aggro generated by 10x, let cleric stance up that by 5x)
    * Let healers have as much DEF as a Dragoon or Monk and let Tenacity upgrade healer's defenses (enabling Tenacity healer builds)
    * Actually add a damage rotation. Even if it's just a 1-2-3 combo (that's not great, but it's a begginning)
    * Buff:
    - WHM:
    -> Aquaveil - From 15% mit for 8s to 20% mit for 15s
    -> Asylum - Add 10% mit
    -> Temperance - From 10% mit to 15% mit
    -> Divine Caress - Duration from 10s to 15s
    - SCH
    -> Fey Illumination: Now mit all damage at 10%
    -> Sacred Soil: Now party suffer 85% of damage
    -> Expedient: Mits 20% or 10% but inreases flee by 30%
    -> Seraphic Illumination: Mits all damage by 15%
    - AST
    -> The Bole: Now it mits by 15%
    -> Sun Sign: Now mits by 20%
    -> Collective Unconscious: Not cancelled if AST moves or do another action
    - SGE
    -> Kerachole: Now mits 15%
    -> And... I dunno where to put other mits. Maybe create more bittons to them?
    (1)

  6. #86
    Player
    miraidensetsu's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    612
    Character
    Luno Belfi
    World
    Behemoth
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Hyperia View Post
    I have a feeling that healers as a job will be phased out and transformed into Support.
    No. There are Physical Ranged DPS for this.

    Quote Originally Posted by Hyperia View Post
    This means they will support the tanks and DPS with beneficial spells as well a some healing. You will have ranged support (magical) as well as melee support (slashing/piercing weapons). Having one range and one melee style support would allow for different types of gameplay for their DPS component of their role. They won’t be as potent as a dedicated DPS but their utility would make up for that as the haste, damage up, mitigation shields would be all for them.

    As a career white mage, I could work with a change like this as we are already mostly there.
    Or healers will just be deleted. Or be in a eternal abandon state, like GC Squadrons or BLU.
    (0)

  7. #87
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    564
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    Quote Originally Posted by miraidensetsu View Post
    Snip
    I would just quit the game at that point. If I wanted to tank I'd play a tank.
    (0)

  8. #88
    Player
    Kozh's Avatar
    Join Date
    Mar 2020
    Posts
    951
    Character
    Corvo Aerden
    World
    Kujata
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Hanzz96 View Post
    WAR is only a "healer" in dungeons, their short cooldown actually isn't great in high end content I'd take HoC over Bloodwhetting anyday in exteme/savage/ultimate.

    Fact is healers really aren't needed in dungeons anyway and even if they were you would still get healers who don't dps or heal and just throw out a cure I occasionally and afk. The problem isn't with WAR being a "healer" its with most healers being so brain-dead in Duty Finder that other roles needed survivability in casual content.
    Yeah, no, they're still very great in high end content. My static change from PLD + GNB to PLD + WAR and thd difference is noticeable (as I was healing). Bloodwheting, Nascent Flash, Shake it off; they're better than HoC.
    (1)

  9. #89
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,380
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I would just quit the game at that point. If I wanted to tank I'd play a tank.
    And if I wanted to Heal, I'd play a Healer, ideally. Unfortunately, the WAR/PLD now does all the healing required in the majority of the game's content (by volume) so I don't really get to heal. Instead I get to press Dyskrasia over and over, broken up only by the 40s CD on Phlegma and the 60s on Psyche

    It makes no sense for a Tank to have such high amounts of self-healing. Self-shielding would make so much more sense. As a Tank, your job is to keep the enemy's focus, and reduce the amount of damage you and the team take. Nothing in there mentions restoring the HP of the team, because that's the Healer's responsibility.

    'WAR is so angry they don't feel the pain, represented as a short self-barrier effect' is completely reasonable lore-wise. 'WAR is so angry that their wounds magically stitch themselves back together, represented as them healing for 20k per enemy hit by the AOE attack' is a much bigger stretch. Self-healing was DRK's thing originally and A: as with many 'fun' things for Tanks, WAR stole it and said 'I made this', and B: it was far less 'accessible', with your MP gauge being large enough to 'Bloodwhetting heal' only twice, and taking a lot longer than 25sec to restore to full. Also to access one of the MP restore tools, you had to purposely take 20% more damage due to turning Grit off so it was a lot more risky (or you played it safer, kept Grit on, and took longer to get the MP back)


    The issue with WAR's healing isn't just that it's crazy high. It's that where WAR goes, the other tanks follow. After Nascent Flash was added in SHB, and was strong-but-not-super-crazy (due to the healing being based on the damage you deal, so using it in your 1-2-3 meant healing far less than if you used it during IR), and then the adjustment in 5.3 to allow it to be selftargetted, in 6.0 the floodgates opened. PLD got selfhealing attached to every hit of the Confiteor combo, and the Holy Spirit proc after your 1-2-3, it got 1000p of healing from Holy Sheltron (as a regen), GNB got a 900p Excog, a 50% increase in potency to Aurora and a second charge, DRK got shafted by comparison (as is tradition).

    Because WAR got the selfhealing, everyone got the selfhealing, and now the problem's grown into this horrid situation, where people have come to believe that 'heal for your entire HP bar, 3 times over, with a 25s CD (in a dungeon trash pull)' is somehow 'WAR identity'. But then again, I also remember times in the past when some players insisted that 'doing the most damage' was 'WAR's identity'.
    (1)

  10. #90
    Player
    Hanzz96's Avatar
    Join Date
    Jan 2022
    Posts
    144
    Character
    Alyxandria Ashwren
    World
    Jenova
    Main Class
    Machinist Lv 100
    Quote Originally Posted by miraidensetsu View Post
    So... Why not let healers tank?

    They could:
    * Add Protect and Shell to Healer Role Actions, where Protect is a 30% mit and Shell is a 10% mit with healing potency buff. Both oGCD and with low CD.
    * Buff self healing potency of regens, Kardia potency and the potency of Eos' healing (the Scholar)
    * Revamp Cleric Stance to act like a nerfed tank stance and add it to Healer Role Actions (i/e, if tank stances aplify aggro generated by 10x, let cleric stance up that by 5x)
    * Let healers have as much DEF as a Dragoon or Monk and let Tenacity upgrade healer's defenses (enabling Tenacity healer builds)
    * Actually add a damage rotation. Even if it's just a 1-2-3 combo (that's not great, but it's a begginning)
    * Buff:
    - WHM:
    -> Aquaveil - From 15% mit for 8s to 20% mit for 15s
    -> Asylum - Add 10% mit
    -> Temperance - From 10% mit to 15% mit
    -> Divine Caress - Duration from 10s to 15s
    - SCH
    -> Fey Illumination: Now mit all damage at 10%
    -> Sacred Soil: Now party suffer 85% of damage
    -> Expedient: Mits 20% or 10% but inreases flee by 30%
    -> Seraphic Illumination: Mits all damage by 15%
    - AST
    -> The Bole: Now it mits by 15%
    -> Sun Sign: Now mits by 20%
    -> Collective Unconscious: Not cancelled if AST moves or do another action
    - SGE
    -> Kerachole: Now mits 15%
    -> And... I dunno where to put other mits. Maybe create more bittons to them?
    Healers can 100% tank more time for tank damage lol
    (0)

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