12-06-2023, 03:32 PM
(This post was last modified: 12-06-2023, 03:43 PM by MothEnthusiast.)
I've heard it from multiple people by now, and have experienced it firsthand. It's a trope in MMOs for a reason, and I recognize this, but... Plainly put, a fight of healers vs non-healers will end with the healers winning 99.9% of the time. This includes 1v1s, assuming the non-healer can't do insane damage versus the healer's defenses, which is considerably rarer than heals.
Yet at the same time, there are plenty of classes that have no reasonable healing options at all. There's a massive imbalance between classes that can heal, and those that can't. I'm not saying every class needs to be Priest, but it would help if every class had SOMETHING going for them in the way of longevity. Skills like Shore Up are a good balance between not being just a Priest skill, yet not being too small a number to be useless. To highlight this disparity, I'll go over some healing-abundant classes, and some classes that have nothing going for them. I'll (mostly) be going for non-spirited numbers in these break-downs, but at max ranks. Just keep in mind, they can definitely get stronger.
Priest. This one's very self-explanatory, it's THE healing class. It's the one I'm most fine with being a healslut, but it can't be ignored how hard it can be to overcome a team with a good Priest.
- Graft: 25 + 100% light attack (And I think 100% SWA as well?) 14 FP - Can be made an AoE, 4r cooldown
- Second chance: Revive spell. 21% HP, 17 FP - Can be made an AoE, 5r cooldown
- Needle (Small heals admittedly, don't know the numbers off the top of my head), 3r cooldown, 31 fp
- Malmelo: Up to 30% HP, based on scaled FAI/2, halved for summonable allies. 36 fp, 7r cooldown
- Mercalan Mist: 25% of light attack as regen per turn for allies, invocation. One of the worst ones in Priest, but still notable.
- Staff battle items, not sure of the numbers but only curates can use them IIRC.
- All of the above (save for maybe staves/mist/needle?) are increased by 50% by Detailed Care if they're within 1 range.
Dancer. Basically Priest lite, with more damage. I hate this class with a passion, but I'll try to keep myself contained.
- Cantus of consideration: 125 + 25 per active bard buff on target, 6 range diamond (9 with volume up). 6r cooldown, 20fp
- Rest Beat: 30 hp AND fp per tempo (40 with spirit, if it can be spirited?), 180 FP and HP at max unspirited, and removes statuses based on tempo. 8 round cooldown
###(Bias warning on this next one.)###
- The most egregious in 1v1 fights by far, Idol Step: Inflicts charm level 25, battle rush 15, 25+150% light attack as damage or healing (reduced by 50% if they've been hit with it this attack) FIVE times. SIX if spirited. That's 400+ healing, AND damage on top, AND charm, AND battle rush (which becomes worn out). This skill has entirely too much going for it. It could be ONE hit max per enemy or ally, NO charm and NO battle rush and still be a decent skill, assuming the cooldown was cut some. The current cooldown is 7 rounds, but I've seen 1v1 fights where it's used twice. 30 FP cost.
Those two are the most heal-heavy (unless I'm forgetting one, I certainly could be), but there are a few honorable mentions like Lantern Bearer. Now, we move onto a few cases with no healing at all, or so little that it can't really be considered useful in any meaningful way.
- Soldier promos, save for Tact, have nothing. 3HP regen a turn certainly doesn't count. It'd have to be upped to 8-12 to even be a factor in a fight, IMO. Admittedly, I think BK is one of the only classes I'd probably not want to see with an Arb-tier healing skill, just because of how tanky they are innately, but DH definitely suffers from a lack of HP recovery and a lot less tankiness to make-up for it.
- Magic gunner has a 'heal', but it's so miniscule with the change to on-hits that it's hard to really consider it. 7.5 HP per hit, 10 if spirited, but with multi-shot guns only applying on-hits once now, you're shooting yourself in the foot by using this over the other shells to pump more damage out. That's, at absolute best, 30 hp a turn (wasting a spirit, double-critting or using a duelist class and getting 3 attacks off that turn).
- Mage and all of its promotions. Spirit pain technically counts as a heal, but it has counterplay out the ass, so it's definitely low enough tier to not really count as any form of sustain. RM is strong on its own, but Evoker really needs something sustain-wise. Hexer could use something too, but something low-tier, weaker than Shore-Up. Somewhere between Shore-Up and Disengage from duelist would probably be good.
- Firebird only has Duelist's Disengage, but Disengage itself isn't really enough to contend in basically any circumstance. It's more of a buff move with a bit of HP sprinkled on top, which is fine, but for the sake of what I'm talking about here, it really isn't enough. A move or two more like Disengage would bring Firebird up to snuff. Ghost isn't included because it at least has rebound and a lot of survivability bonuses (even if it uses HP for some of its skills), and I'm too lazy to go see if Kensei's update got anything.
Not a comprehensive list by any means, but it helps to illustrate my point. I'd like to see every class get some weak heals to make healer vs non-healer match-ups less one-sided. But not only this, I think healing skills in general need something more taxing than just slapping on a big cooldown and calling it a day. With cooldowns alone, a person can feasible go infinitely against an opponent.
A common trend I see in a lot of healing skills is that their FP costs are balanced similarly to damage skills. A lot of 15-20 ranges, with the occasional 30-40 range for particularly big heals. Exceptions apply, of course. Personally, I think healing skills should be twice as expensive compared to their damaging counterparts. Healing should be exhausting as a balancing point, so that spamming all of your healing abilities on rotation will leave you hurting badly for FP. Healers already generally have a load of FP by nature of building FAI to begin with. Let me see a Malmelo taking 60 fp, or a graft taking 30-40.
Yet at the same time, there are plenty of classes that have no reasonable healing options at all. There's a massive imbalance between classes that can heal, and those that can't. I'm not saying every class needs to be Priest, but it would help if every class had SOMETHING going for them in the way of longevity. Skills like Shore Up are a good balance between not being just a Priest skill, yet not being too small a number to be useless. To highlight this disparity, I'll go over some healing-abundant classes, and some classes that have nothing going for them. I'll (mostly) be going for non-spirited numbers in these break-downs, but at max ranks. Just keep in mind, they can definitely get stronger.
Priest. This one's very self-explanatory, it's THE healing class. It's the one I'm most fine with being a healslut, but it can't be ignored how hard it can be to overcome a team with a good Priest.
- Graft: 25 + 100% light attack (And I think 100% SWA as well?) 14 FP - Can be made an AoE, 4r cooldown
- Second chance: Revive spell. 21% HP, 17 FP - Can be made an AoE, 5r cooldown
- Needle (Small heals admittedly, don't know the numbers off the top of my head), 3r cooldown, 31 fp
- Malmelo: Up to 30% HP, based on scaled FAI/2, halved for summonable allies. 36 fp, 7r cooldown
- Mercalan Mist: 25% of light attack as regen per turn for allies, invocation. One of the worst ones in Priest, but still notable.
- Staff battle items, not sure of the numbers but only curates can use them IIRC.
- All of the above (save for maybe staves/mist/needle?) are increased by 50% by Detailed Care if they're within 1 range.
Dancer. Basically Priest lite, with more damage. I hate this class with a passion, but I'll try to keep myself contained.
- Cantus of consideration: 125 + 25 per active bard buff on target, 6 range diamond (9 with volume up). 6r cooldown, 20fp
- Rest Beat: 30 hp AND fp per tempo (40 with spirit, if it can be spirited?), 180 FP and HP at max unspirited, and removes statuses based on tempo. 8 round cooldown
###(Bias warning on this next one.)###
- The most egregious in 1v1 fights by far, Idol Step: Inflicts charm level 25, battle rush 15, 25+150% light attack as damage or healing (reduced by 50% if they've been hit with it this attack) FIVE times. SIX if spirited. That's 400+ healing, AND damage on top, AND charm, AND battle rush (which becomes worn out). This skill has entirely too much going for it. It could be ONE hit max per enemy or ally, NO charm and NO battle rush and still be a decent skill, assuming the cooldown was cut some. The current cooldown is 7 rounds, but I've seen 1v1 fights where it's used twice. 30 FP cost.
Those two are the most heal-heavy (unless I'm forgetting one, I certainly could be), but there are a few honorable mentions like Lantern Bearer. Now, we move onto a few cases with no healing at all, or so little that it can't really be considered useful in any meaningful way.
- Soldier promos, save for Tact, have nothing. 3HP regen a turn certainly doesn't count. It'd have to be upped to 8-12 to even be a factor in a fight, IMO. Admittedly, I think BK is one of the only classes I'd probably not want to see with an Arb-tier healing skill, just because of how tanky they are innately, but DH definitely suffers from a lack of HP recovery and a lot less tankiness to make-up for it.
- Magic gunner has a 'heal', but it's so miniscule with the change to on-hits that it's hard to really consider it. 7.5 HP per hit, 10 if spirited, but with multi-shot guns only applying on-hits once now, you're shooting yourself in the foot by using this over the other shells to pump more damage out. That's, at absolute best, 30 hp a turn (wasting a spirit, double-critting or using a duelist class and getting 3 attacks off that turn).
- Mage and all of its promotions. Spirit pain technically counts as a heal, but it has counterplay out the ass, so it's definitely low enough tier to not really count as any form of sustain. RM is strong on its own, but Evoker really needs something sustain-wise. Hexer could use something too, but something low-tier, weaker than Shore-Up. Somewhere between Shore-Up and Disengage from duelist would probably be good.
- Firebird only has Duelist's Disengage, but Disengage itself isn't really enough to contend in basically any circumstance. It's more of a buff move with a bit of HP sprinkled on top, which is fine, but for the sake of what I'm talking about here, it really isn't enough. A move or two more like Disengage would bring Firebird up to snuff. Ghost isn't included because it at least has rebound and a lot of survivability bonuses (even if it uses HP for some of its skills), and I'm too lazy to go see if Kensei's update got anything.
Not a comprehensive list by any means, but it helps to illustrate my point. I'd like to see every class get some weak heals to make healer vs non-healer match-ups less one-sided. But not only this, I think healing skills in general need something more taxing than just slapping on a big cooldown and calling it a day. With cooldowns alone, a person can feasible go infinitely against an opponent.
A common trend I see in a lot of healing skills is that their FP costs are balanced similarly to damage skills. A lot of 15-20 ranges, with the occasional 30-40 range for particularly big heals. Exceptions apply, of course. Personally, I think healing skills should be twice as expensive compared to their damaging counterparts. Healing should be exhausting as a balancing point, so that spamming all of your healing abilities on rotation will leave you hurting badly for FP. Healers already generally have a load of FP by nature of building FAI to begin with. Let me see a Malmelo taking 60 fp, or a graft taking 30-40.