Just as a quick note, bad players are never a reason to go completely revamping a class. Explain to them how your buffs work, ask them to stay still, and if they don't listen, kick them, or ignore them.
Anyway, I like having options, really. I've played healers in games that had a mix of both hour long buffs that were relatively weak, but were still desirable, especially when stacked with other class buffs. They also had stronger single/multi-target shields or buffs that were much shorter, but considerably stronger, and could help turn the tides of a fight. I think having a mix of these would work well. Hell, you could even do your aura idea in here.
Skill: Protective Aura - decreases physical and magic damage by 2% for nearby party members.
Skill: Protect/Shell - decrease physical/magic damage by 5% for 15 minutes. 30 second cooldown.
Skill: Mighty Guard - decrease physical/magic damage by 20% for 45 seconds. 5 minute cooldown.
There. All skills accounted for, you've got your maintenance, you've got your life-saving buffs, you've got your party aura, and you've got your added level of strategy. Obviously these are just rough-estimated percentages and cooldowns and such, but I think it shows what I'm trying to go for. I like to add options, not take them away.
It's official. You have my vote on this idea.
+1
everyone wants a dumbed down game, people don't wanna think and use their brain, a challenge is tedious and should be removed... wow, and i thought i heard it all. this community seriously wants hands outs...
Nobody in here is talking about dumbing down the game or giving handouts. Take that argument elsewhere.
Coming up with a more efficient way of doing things is not 'dumbing it down.'
Is driving a car to work just 'dumbing down' walking?
The only 'strategies' that I've seen that are applicable to buffs are that they require better aggro management, since casting buffs in the middle of a battle draws a lot of aggro, and that casting buffs draws your attention away from other things (nuking/healing) causing you to have to prioritize what you're doing.
Make buffs an hour long, up the aggro on healing spells, and have enemies do more abilities that require you to cleanse statuses. Yes, the maintenance on buffs is gone, but the extra healing aggro forces healers to play smarter with how they heal, instead of just spamming AoE heals on everyone, and having more enemies with status effects effectively makes it so you have to juggle if it's worth it to stop healing/nuking in order to clear an ailment, or if you should ride it out.
There are ways to add strategy without adding tedium. The above is just an example of how you could do it while keeping buffs longer.
I'm still for multiple abilities that require thought and awareness of the current battle situation in order to use effectively without getting munched on by the enemy.
Some people just want the game to be punishing for the sake of it also, fact is games are supposed to be fun not tedious.
Tedious? In MMO's, don't you grind? Isn't that considered being tedious as well? That was a very hypocritcal statement.
I think they should make the buffs more powerful than a 30 minute timer.
You're right: buffing is SUCH a challenge.
Every time I go to buff my party, I'm thinking "Oh man, this is SO HARD! Is my buff going to go off?! Is one of my party going to wander out of the AoE range?! I'M ON THE EDGE OF MY FRIGGIN' SEAT!!!!"
With such pulse-pounding excitement like this, who WOULDN'T want to do it EVERY 5 MINUTES!?!??! WHOAMG!!!!
Move over, Russian Roulette! There's a new exciting thrill to be found in BUFFING!
...
You see, here I'm using sarcasm to make a point...
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