Was planning on picking up WHM in DT again, but I think shelving the Job for a little longer would be good for the role overall.
I'm in.
I might not use any Social Media sites, but I'll support the movement as much as I can.
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Was planning on picking up WHM in DT again, but I think shelving the Job for a little longer would be good for the role overall.
I'm in.
I might not use any Social Media sites, but I'll support the movement as much as I can.
Just here to voice my support. I'm not a healer player, I just think it's really unfair how neglected healers are, frankly. Dunno how I can be of much impact aside from just very adamantly supporting you guys and idk if there's enough traction for a discord at some point and enough people start arranging PFs instead of using DF and need filler bodies I can at least do that. I'll make a signature too [that'll show 'em!]
Yeah, about the only way I see things "improving" for healers is if they just rename the role to support and slap of bunch of buffs into it and make that their main job. Just roll Bard and Dancer into the group as well while they're at it, especially since once upon a time Bards had the healer LB and prior to even getting info on it before it was added in people had been hoping for Dancer to be a healer.
That’s basically what I want to happen going forward.
The majority of the playerbase actively hates the healer portion of the holy trinity because they see it as solo point of fail (because everyone has their horror stories of a cure 1 spammer in a random dungeon who walled them). Adding DPS complexity to the healers to turn them into some sort of “green tank” where your core role responsibility is secondary to just pressing a simplified caster rotation won’t work because it still leaves the situation that people would rather not have a healer than rely on healers as a fail point
At this point take the 4 healers, SMN, DNC RDM and BRD, give them all about DNC level complexity, add 3-4 healing oGCD’s to each of them and some big buffs or equivalent debuffs (like technical step level) then just make the part composition 2 tanks, 3 DPS dealers (melee, BLM/PCT/MCH) and 3 supports
Our continued support of trying to actually make the healer role “required” unfortunately just stands in opposition to the vast majority of the playerbase and it isn’t working
I want to bring this old post of mine forward as it provides some details as to what is wrong with the Healer role at this time. If anyone would like to add to this list, go ahead.
- Damage Output in most content is TOO LOW for Healers to use their entire kit, with the exception of Extreme Trails, Savage Criterion Dungeons, Savage and Ultimate Raids.
- Healers are BLOATED with Healing abilities that they do not need or use.
- GCD Healing (i.e Cure II, Benefic, and so forth) is discouraged in favor of overpowered oGCD abilites. Even WHM, a Job that technically is a GCD healer, is guilty of this to some extent.
- Tank Sustain / Mitigation is too strong right now. With a Job like WAR, a 1 Tank 3 DPS team can survive a max level dungeon with no healer. In Dawntrail, Tanks and some DPS jobs have received new Healing bonuses and abilities, which will likely cause all healers to heal less in all content.
- Bad levelling experience. From Level 1 to 90, you only get a total of 3-5 DPS abilities for each healer. We get new DPS actions on DT, but most are locked behind another ability that has a 120sec cooldown.
- Healers get the short end of the stick when it comes to rewards. They are last in line to receive Savage gear. And most of their armor is just hand me down robes from the Caster DPS, but colored differently.
- All this accumulates to boring downtime. Because of all the issues listed above, healer gameplay is simply pressing one button plus the occasional DoT ability and oGCD Heals. Gameplay is very stale and can get boring quickly.
told my friend about this and they are going to now be another healer who will not be available for dailies etc
Day 1 of pointing out something wrong with Dawntrail Healer Design
Why does Astrologian now have four different single target mitigation OGCDs? Bole, Spire, Celestial Intersection, and Exaltation... You can count Bole and Spire as one action if you want since they're two cards in opposite draw spreads, but all four of these actions do some combination of reducing damage taken or providing an HP barrier to soak damage taken. Technically, all of these are different, but they all serve to accomplish the same goal: protect the tank or another individual party member from sustaining a large hit.
Why do we need that on three/four different buttons rather than consolidating that down to one? Bole was mitigation before and has since returned. Okay, great, but then why are Celestial Intersection and Exaltation still in the game? Exaltation's delayed heal is quite thematic, so perhaps that's the one that should stay, but there's no reason for all of these to exist at the same time.
We don't have room for more attack spells, but we have room for three/four of what is effectively the same thing? Make it make sense.
I'll be working on a "no healer" log that will act similar to the blue log in game. Track what content you've done without healers and compare to your friends!
Your thoughts are well understood. I believe all of us know that changing the state of healing isn't in our control to do. Only Yoshi P and whoever sits behind a bigger desk than his has this power. The idea of the strike, or any strike for that matter is to utilize something that is in your control. In this case it is a refusal to participate in group content as the healer role.
You can also show your support by adding the hashtag to your sig, adventurer plate, FC, and social media.
Thanks!
+1
Glad I had a feeling I should gear Dancer back when I was also gearing my Scholar. Whenever I return to the game, ill be supporting the cause.