04-17-2024, 04:11 PM
(This post was last modified: 04-17-2024, 04:20 PM by Skullcatrons.)
Horrible thread. Horrible suggestions to a 'problem' that doesn't exist. Horrible stance on anything regarding to healers.
Healers do not need any '10% FP cost per heal', healers do not need to lose more of their scaling, healers do not need more punishments. Otherwise why the hell would you play a Mercala-forsaken healer in this damn period, and era? For love of god, for what purpose would you want to play a healer if we implement ANY of these changes? For WHAT REASONS?! You don't like that healers exist? Pack a interference, black bubble, silence, hell - Dark water vial their ass.
In the olden days of olde, healers received a """"""healthy"""""" loads of nerf over the years.
- Skill became mandatory skill investment for ALL magic casters, this include priests who want to deal damage and be contributing member. Rebellious 1* Light tomes were relic of the past as hits were more important than not having them.
- All healing spells were granted cooldown compared to previous iterations where they did not have cooldowns originally.
- Malmelo used to be flat % based on rank, but was nerfed to Scaled FAI up to capped % on rank to prevent spellthieves becoming overpowered.
- Mass rescue on paper may look overpowered, but when you realize that priest have grouped all his buddies on him, that if you have slight bit of braincell, you could AOE-dump on that location right there and then to inflict even bigger damage than the heals done. Bear in mind the healers had to spend 1 momentum to prepare mass, 3 momentum to rescue, and then 3 final momentum to cast a graft spell. Generally these healers tend to be 350~ per party-member. If your friends have AOE. They could drop two AOE on the stacked group, and they would've dealt more damage than the healer originally did barring that if none of them are DR-doom wall... Which is a thread of it's own (Bodyguard moment)
- The Curate buffs hadn't even received a single glow-up, and became a relic of the past neglected with no real forgiveness. Let not forget treatment skills were BUGGED for so damn long!
- SHINE KNIGHTS ARE THE WORST THING TO EXIST AND ANYONE TRYING TO DEFEND SHINE KNIGHTS WILL BE DEMANDED TO MEET THE DEMOCRACY OFFICER ABOARD THEIR SUPERDESTROYER FOR CORRECTION!
Healers didn't need a nerf. What you need is a better party composition that have someone with interference. What kind of psychopath don't pack interference for healers who surprisingly isn't running a LB Quetzal to prevent interference? Hell. if you wanna make healers easier to deal with. Then take away Quetzal's interference prevention, and you might be surprised how easily healers would fold.
Speaking of other things -
Cantus of Consideration is not very good heal. It's flat 100 with additional 25 per every song buff. This includes Cantus of Consideration so bare minimum is always 125. But it's not exactly good as graft plus this is on six cooldown round. SIX. BLOODY. COOLDOWN ROUND.
SIX -
WHOLE
FUCKING
ROUNDS!
Graft have 4, and that thing can be massed and heal far more than Cantus of Consideration
THIS GARBAGE HAVE SIX. WHY THE HELL IS IT SO LONG FOR A MIDDLING HEAL? Sure you could argue PERFORMERS but who in their sick-deranged mindset with absolutely no ethic would play an even worse class with zero offensives.
In fact the posters' entire complaint include dancers - Dancers aren't a healing class - they're a DAMAGE class with Rest Beat and Idol Steps which is more of self-heal than actual healing for everyone else. Everyone knows Dancers are annoying but if there's ONE benefit to fighting dancers - they can't hit a side of the barn if they tried!
This thread is uninformed - uneducated - and fallible. Black knights come prepared with interference. Evokers have interference. Hexers also have interference. Spellthief can steal a spell to inflict interference. Magic Gunners get interference. Base Soldier's Incise can inflict interference if said soldier is wearing lightning badge. Thenos can get a racial that inflicts interference in a radius. And even then! There are also silences! Some classes get 'em too! Sure a Priest can silent prayer it off, but that doesn't mean that they're still having to spend momentum for it!
Why are you trying to nerf when there's plenty of methods to counter them? Maybe you should consider fixing your party composition.
Healers do not need any '10% FP cost per heal', healers do not need to lose more of their scaling, healers do not need more punishments. Otherwise why the hell would you play a Mercala-forsaken healer in this damn period, and era? For love of god, for what purpose would you want to play a healer if we implement ANY of these changes? For WHAT REASONS?! You don't like that healers exist? Pack a interference, black bubble, silence, hell - Dark water vial their ass.
In the olden days of olde, healers received a """"""healthy"""""" loads of nerf over the years.
- Skill became mandatory skill investment for ALL magic casters, this include priests who want to deal damage and be contributing member. Rebellious 1* Light tomes were relic of the past as hits were more important than not having them.
- All healing spells were granted cooldown compared to previous iterations where they did not have cooldowns originally.
- Malmelo used to be flat % based on rank, but was nerfed to Scaled FAI up to capped % on rank to prevent spellthieves becoming overpowered.
- Mass rescue on paper may look overpowered, but when you realize that priest have grouped all his buddies on him, that if you have slight bit of braincell, you could AOE-dump on that location right there and then to inflict even bigger damage than the heals done. Bear in mind the healers had to spend 1 momentum to prepare mass, 3 momentum to rescue, and then 3 final momentum to cast a graft spell. Generally these healers tend to be 350~ per party-member. If your friends have AOE. They could drop two AOE on the stacked group, and they would've dealt more damage than the healer originally did barring that if none of them are DR-doom wall... Which is a thread of it's own (Bodyguard moment)
- The Curate buffs hadn't even received a single glow-up, and became a relic of the past neglected with no real forgiveness. Let not forget treatment skills were BUGGED for so damn long!
- SHINE KNIGHTS ARE THE WORST THING TO EXIST AND ANYONE TRYING TO DEFEND SHINE KNIGHTS WILL BE DEMANDED TO MEET THE DEMOCRACY OFFICER ABOARD THEIR SUPERDESTROYER FOR CORRECTION!
Healers didn't need a nerf. What you need is a better party composition that have someone with interference. What kind of psychopath don't pack interference for healers who surprisingly isn't running a LB Quetzal to prevent interference? Hell. if you wanna make healers easier to deal with. Then take away Quetzal's interference prevention, and you might be surprised how easily healers would fold.
Speaking of other things -
Cantus of Consideration is not very good heal. It's flat 100 with additional 25 per every song buff. This includes Cantus of Consideration so bare minimum is always 125. But it's not exactly good as graft plus this is on six cooldown round. SIX. BLOODY. COOLDOWN ROUND.
SIX -
WHOLE
FUCKING
ROUNDS!
Graft have 4, and that thing can be massed and heal far more than Cantus of Consideration
THIS GARBAGE HAVE SIX. WHY THE HELL IS IT SO LONG FOR A MIDDLING HEAL? Sure you could argue PERFORMERS but who in their sick-deranged mindset with absolutely no ethic would play an even worse class with zero offensives.
In fact the posters' entire complaint include dancers - Dancers aren't a healing class - they're a DAMAGE class with Rest Beat and Idol Steps which is more of self-heal than actual healing for everyone else. Everyone knows Dancers are annoying but if there's ONE benefit to fighting dancers - they can't hit a side of the barn if they tried!
This thread is uninformed - uneducated - and fallible. Black knights come prepared with interference. Evokers have interference. Hexers also have interference. Spellthief can steal a spell to inflict interference. Magic Gunners get interference. Base Soldier's Incise can inflict interference if said soldier is wearing lightning badge. Thenos can get a racial that inflicts interference in a radius. And even then! There are also silences! Some classes get 'em too! Sure a Priest can silent prayer it off, but that doesn't mean that they're still having to spend momentum for it!
Why are you trying to nerf when there's plenty of methods to counter them? Maybe you should consider fixing your party composition.