Healers have been support dps since 2.0, and it's finally time the devs acknowledged that.
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Healers have been support dps since 2.0, and it's finally time the devs acknowledged that.
A healers job is to heal and mitigate incoming damage. The best way to mitigate damage is to kill it faster, thus dpsing is a form of damage mitigation that a healer should be able to do when not healing/buffing your party. If everyone is topped up why would you just stand there and wait for someone to take damage? That makes absolutely no sense.
a healer's "job" is to keep the party's hp above zero. any healing that would'nt have prevented lethal damage is wasted healing, and by virtue, being a bad healer
I'm dpsing like a mofo on my WHT mage & ast.
I just can't stand there. It's too boring.
Honestly, they really should've given ALL of the healers some kind of direct synergy between their DPS abilities and healing abilities like how SGE's Dance Partner-esque buff heals whenever you use a damaging ability.
IE, they could've made WHM/SCH's respective gauges fill slightly when using offensive abilities like they already do in PvP.
To emphasise this. I've been doing some E8S min ilvl and her initial AoE, Absolute Zero will literally one-shot everyone except the tanks without a minimum of 20% mitigation, if not more. And even with said mitigation, you're dropping down to 10k. It hurts. Which is great, yes? We should have more of those! While I agree to an extent, especially seeing she only ever uses it once the entire fight, if Shiva spammed it with relative frequency, more casual and midcore players simply wouldn't be able to handle it. Case in point, Brute Justice and Living Liquid. Not only were both mechanic vomit, they dealt obscene amounts of damage. The end result was two tiers with the lowest success rate in this game's history.
Most players in this game are neither equip to handle a constant barrage of outgoing damage nor do they want to. And it isn't necessarily fun for the DPS or Tanks either who will likely die often to mechanics and damage they have no control over because the healer lacked experience. This is especially true in casual content where players primary concern is having fun, not worrying every other AoE will kill their party.
While they definitely should increase outgoing damage. Like you said, there will always be downtime. DPSing isn't inherently bad as "filler" either. It's the one-button approach that is.
You can do the reverse.
You can simply weaken the healing output and maintain a similar level of damage output. Instead of constantly Yo-yo'ing health, it moves to resource management and restoring health in a timely manner, combined with the intrinsic goal of maintaining as much damage up time as possible.
Yep! We are supposed to heal! That's our main job!
Thanks to the dev decision however, we will use one-two button to fully heal everybody then go back to DPSing -even more-! Neat isn't it?!
I agree about the frequency, it would most likely kill casual groups. However, you mentioned Absolute Zero absolutely nuking people which is great because it makes the healers work and mitigation is 100% needed, but the problem with AoEs like Absolute Zero is that they eventually fall off. It's been mentioned a lot in other threads that gear is a problem in raids because the better your gear the lower the incoming damage, the higher your HP, and the easier it is to heal through. So, if SE can't increase the frequency, why don't they take advantage of other damage types? We saw three instances of Gravity/Percentage damage throughout the entirety of the Eden series. Eden's Gravity in E1S, Dimensional Shift in E1S, and Heart Asunder in E8S during the adds phase. Then, if I'm not mistaken, we had zero instances of Darkness damage. I think Gravity damage is great since it completely ignores the whole gear scaling problem, but it's barely ever used. Why can't SE get creative with this stuff, chuck out some damage that ignores Shields and needs to be mitigated through stuff like Reprisal or Sacred Soil, toss out a Darkness damage tankbuster that Tanks can't cheese with an invuln, whatever, mix things up a bit. It won't solve the problem of downtime being boring as all hell with the Glare spam, but maybe some spicier AoEs that can't be invalidated through gear will keep Healers tiny bit more engaged.
This is actully squares fault. All of this.
If players want to heal, there isn't enough damage to even heal through. If players want to dps, there isn't any dps buttons.
I really feel sorry for the players that want to heal on their healer, I mena that is the reason we play it. Not to spam one button and flex. If anything, rather than square adding more dps options, make the fights more demanding of healers. Healers have damage spells for open world content. You can use the for downtime in instanced fights, but you shouldn't be spending 70-80% spamming one dps button, you should be healing that same percentage. YOU ARE A HEALER, END OF.
True, very ture. However in wow, you may spend 50% of your time dps'ing, but really have to heal, and apart from higher keys you can actually just heal, same in raid, you can just heal, as the fights are designed like that, but dps in actual downtime (which will be minimal) is possible. The difference is that WoW healers actually have plenty of dps buttons to press...
I've often wondered why SE doesn't use percentage damage. If an attack always hits for, say, 25% of max health, we can't outgear the damage, but we can heal and damage more effectively. Gear would still shorten the fight, but it wouldn't hurt the ability to clear it at minimum ilvl . This would also allow old content to remain somewhat challenging no matter the gear level.
Add in a few random attacks to the enemy AI (or even sometimes ignore aggro and try to kill the healer, barring Tank busters of course), and healing could become more interesting. Plus this would allow control skills like Repose to have a use: sleep a critter that aggro-locked on the healer to give the healer a chance to escape.
I remember when we have to heal tank and kite adds in Cutter's Cry
I remember when we could "sleep" the boss and focus on another one in Brayflox's Longstop
and remove poison on tank when it stack too many in The Thousand Maws of Toto-Rak
we use to have more fun mechanic than just super big heal and DPS DPS DPS
Not really a healer by any means, but I think this point definitely does deserve note as it reminds me of the very first mechanic in SoS where your HP gets dropped to 1.. but then nothing really happens and the mechanic is never used again. It's like an instant gut check but nothing at all is really done with it and it ends up just being kind of a silly gimmick.
I can’t help but laugh when this topic comes up. Someone voices that they wish they could heal more and people jump on them as if they’re saying “I don’t want the damage output changed, I just wanna be able to sit there and only heal even during downtime.” When most of the time that is not even what they mean.
As someone who used to be hard core into the way healing currently works (dpsing more than healing), I no longer enjoy that. I desperately wish we had far more damage output to force us to heal more. I started playing swords of Legends online on the side, and the healing over there is more Superior to FF. Outside of normal dungeons, I actually get to heal for most of the encounters. I have to actually try to conserve my mp and how I’m going to use my major cds. While someone said having to esuna people would be more of annoyance, I disagree. I find it more exciting. Playing over there, my love for healing reignited, then come over here and am just bored to death.
People wanna say that upping the damage would be damaging because most people wouldn’t be able to handle it, maybe but I don’t think that’s necessarily true. You don’t really get punished for being super lazy here, and there’s not really an incentive to not be lazy. If I wanted to just sit there, I could and not effect my party outside of the fight taking longer. My cohealer can heal for me just fine. You could argue that less people would want to play healer if they had to heal more, but that could be the case, but I’m also inclined to believe more would play it if the job wasn’t so boring. While the community on solo is smaller, there is still an over abundance of healers from what Ive seen. The classes are unique and fun to play, and we actually have to put in work to keep the party healthy.
I wish in FF my worth as a healer was based more on how well I can keep the party alive, rather than how little I can heal and how much dps I can dish out. Guess if I want actual engaging healing, I have to keep playing something else on the side. Kinda sucks. Being actual healers is possible. Unique and engaging healing classes/styles are possible without sacrificing balance. Playing other games opened my eyes to see that the devs really have no idea what they’re doing in regards to healers.
You can disagree if you wish, just my opinion and thought vomit. I may be a tad naive in regards to players and how they’d react, but I still am inclined to believe in people. Even with many dungeon horror stories under my belt lol.
Pure facts and needs to be quoted. It feels like no one has ever played a healer in any other game to know you shouldn't be spending 90% of the damaging. Furthermore crying for damaging abilities instead of more engaging healing to do.
Also the community needs to leave off players that just heal. If thats what they want to do, so be it, because if they wanted to do damage they would have rolled a dps. If you have an issue with that, write a letter to the dev team...
This is a misconception.
It's not about how little you can heal. It's about how efficiently you can heal. Since overheal is completely worthless and oGCD's are mostly free, it makes sense that you try to cover the necessary healing with oGCD's as much as possible, with as little overheal as possible. Then, since dps is always useful, it makes sense that you try to fill in every bit of the downtime you've freed up with your efficient healing with dealing damage.
Your worth as a healer is based on how useful you are and how much you contribute to the party. Any inexperienced sprout can just spam GCD heals and keep the party alive, but playing efficiently while dealing damage takes planning, coordination and knowledge of your class, your toolkit, your co-healers toolkit and the encounter.
Even if they increase damage taken so we have to heal far more, the efficient healer who can deal damage too will always have more value.
I agree and have always agreed with this mindset, but after 8 years I'm kind of over it. It's not that kind of time anymore. Players don't want complicated support classes to play. DPS and big numbers IS support in their eyes. Where for people like me, who played only supports in OG FFXI that could not and should never be DPSing outside of DoTs when in high end content, support means having a rotation of buffs between healing and there being enough damage going out that healing was always necessary. Where there were enough debuffs on every boss that WHM had an asuna rotation for saving a party of upwards of 3-4 tanks. That's true support.
But people dont want that now because it's an outdated gameplay desire and style. If I wanna do that again I'll just log on ffxi at this point.
To further illustrate Liam's point, the reason why we ask for more DPS is because it's all we have. Us Veteran's have been at this for a long time, we've been through this exact same phase of asking for higher healing demands. We just know it is isn't going to happen. Square Enix will never raise the healing requirements, hence why we've moved on to asking for more DPS options, because that's the only recourse we have left for entertainment on the job.
At this point and time, I believe the Veteran's are done even asking for that. We have finally determined that Square Enix does not care, and actively laughs at us who wish for these things, the people who have been holding up the community as a whole for 8 years.
For all our wish to be efficient, make things go as smoothly as possible for the other jobs, and make everyone's experience pleasant overall, we have only recieved laughter and being slapped in the face.
Enough is enough. I'll see you guys when you join the ranks of DPS in this game.
Upping the damage would be damaging not because people won't be able to handle it but because it is even more boring than dpsing. From spamming glare we switch to spamming Cure. Fun
I also don't like casting Esuna. It should get changed to oGCD or removed from the game.
Isn't this masking one word with another? Minimizing your heals so you don't have to GCD heal and keep casting DPS spells is the most efficient a healer can get in this game. You're efficient if you have 95% ish uptime on DPS spells. This is achieved by minimizing the CD heals you toss out and only use what is necessary, and use the rest later and preferably don't cast more than 10 GCD heals. I think I'm not tossing out a single GCD heal in dungeons nowadays. Overheal? Heal less, that is how you avoid overheal. That's more efficient. Not saying you're wrong on any account but isn't it really just minimizing heals and maximizing DPS? No matter how you put it? That should be your goal, to do nearly as much DPS as your Tanks (or even more) and heal only what is absolutely necessary.
There is a problem though if "the downtime you freed up" becomes nearly the entire fight and you do exactly what you need to do and that's DPSing. Taking one of my E12S runs for example, where I actually got a 98% on healing, I only casted 11 succors and 3 Adlos vs 99 Broils, 15 Biolysis and 46 Ruin II's. Is this what is meant by downtime? nearly 90% of the fight is downtime? Looking at my best run in E12S, apparently I could reduce all the succors to a count of 4 and adlos to 2 vs 108 Broils, 57 Ruin II and 15 Biolysis. This is exactly what's meant by minimizing healing, about how little I can heal. This is efficiency.
They'd really have to go in again if they were to re-introduce more DPS tools, HW SCH comes to mind, Shadowflare added spice to the job, multiple dots were nice, more DPS filler GCD's would be nice, not just 1 button ala ruin. That would be more engaging. But back then we also had way less CD's and more incentive to use GCD heals, so the occasional heal also wasnt bad. With each expansion, GCD heals have been less and less efficient though. But Devs think they have a good foundation so maybe next expansion pack all healers will get 1 DPS CD. You'd still spam 1 button but occasionally weave a button, it does DPS instead of healing but hey.
And this is where the healing forums is so lost on me. Why do people only apparently want more DPS tools instead of a more engaging and fun Healing toolkit, you know, the core toolkit of a healer? And please don't tell me oh its because efficiency and healing and downtime and do you wanna do nothing, do you only wanna cure and overheal and pressing 1 is more fun than pressing 2 duhh. Like, that is obviously not what I want or imply.
I just wish we'd spend more time healing with GCDs and have an actual variety of GCD's instead of what we have now and obviously more frequent damage, specifically in high end raids. I just don't see the appeal in pressing 1 CD and being done with healing. There is no effort to it, no thinking. And I'd much rather them rework the majority of the toolset, give us more GCD's, different cast times, different interactions between spells. And this is where I can understand the DPS crowd. It's extremely unlikely. They haven't listened to us for years. We've gone ignored for years. Obviously they're not very in tune with healers. I can see how adding 2-3 more DPS buttons is way more likely than something drastic as changing most CD's into interesting GCD versions. Not to mention, values would have to be adjusted too from previous fights to accomodate the change. It's a far off dream. A healer who heals. Maybe we can become proper DPS who can heal instead of this 1 button mash pseudo healer, one day far off in the future.
If I’m going to dps I want more damage spells not a lot but more than we have now
2 dots
1 aoe
And at least three single target to make a mini combo for rotation
How hard is that?
Or gove pure healers more single target dps spells and barriers more aoe dps just something so I am not spamming one button the whole time
None of the devs play healers it’s clear
mmm… You might’ve answered your own questions in the last paragraph Cherub.
I think a large portion of healers mains wouldn’t mind having more reasons to heal. We are sitting on about 12-15 ish heal spells or so and all it takes is an assize, indomitability or a celestial to heal an entire party as if nothing happened. On top of that, tanks are the main ones that will need a heal from time to time. Throw some form of shield or HoT onto them and once again, your job is done. So… what else are we supposed to do?
SE could lower heal potencies and increase damage taken, sure. But SE is also obsessed with allowing this game to be playable by all. Meaning, someone’s kid that can barely talk and all the way to grandparents. This also include lazier folk or others who just take longer to learn or relearn. And then there are players that prefer to play a relaxing easy game after a stressful long day.
If you just put two and two together… it won’t take long for you to understand why healers are like this, along with other reasons mentioned countless times in any healer or gameplay related thread. This is why we push for more utility, DPS, anything that should be easy enough for anyone to use or ignore. I myself have strong background of playing games where DPS and utility were practically the main core of healers. Yes we could heal but our heals were not necessarily the only reason why we were there. Granted these type of games were action based or games that didn’t strictly follow the trinity rules.
As of right now, this game never was really designed for healers to only heal. It’s even mentioned in game to deal damage when you do the hall of novice. Whether you want to heal more or DPS more, doesn’t matter. Neither sides are being answered and Sage just looks like they low key are telling us to go play that since it heals and DPS at the same time. As to if it’s another boring healer or not..welp..
I assure you, I was being sarcastic. I would’ve love to have something else to do besides just pressing 1 button ad nauseam until next DoT refresh or when I need to heal. I want some more buttons. I don’t care. -Anything- ,at all (That’s why if there’s an adjustment I like in general, it’s that unrevealed buff action that healers get). Heck give those Addle/Feint role action to the healers if they could—because there are too many instances where those two abilities aren’t even recognized by the legit DPS players. If they don’t want to use ito or because they’re too busy with their rotation, then just give it to me. I’ll be happy to utilize it for the good of the group.
They give us more toolkits but isn’t even giving us more ample opportunities to use them. That’s why I said we are indeed becoming more and more like a DPS—albeit gimped ones. If Healer isn’t a mandatory role in DF settings, I’m pretty sure it would be common enough to see people replacing the Healer for 1 more DPS especially if it’s a capstone dungeon. They.are.a.joke. It’s not even funny anymore at this point.
It wouldn’t have to be like that (spamming cure instead of glare). If you played any mmo with decently balanced healers, you’d know that. SOLO for instance. The healers heal in different ways, and you’re never spamming certain heals (maybe unless you’re bard), you’re using your whole kit as much as possible. Having to heal more doesn’t have to mean spamming a singular heal as opposed to a dps skill. If done right it’s a lot better than being a glare bot (imo).
I do not mind esuna. I’d be down to make it an ogcd instead of getting rid of it.
It doesn't matter how other MMOs function. Healers don't play this way in FFXIV whether any of us like it or not. A healer who only wants to heal is completely useless because the sheer amount of downtime in any given fight means they'll have less than half the contributions of everyone else.
The playerbase is simply adapting to the mechanics we're given. If you dislike this style of gameplay, the onus is on you to play a different role not stubbornly demand the playerbase except your playstyle.
....?
Wat.
Solo deep dungeon challenge floors is some of the most difficult content in the game, and is probably the hardest on healers.
Also, when in a party, deep dungeon challenge floors is when I feel most like a healer in this game, due to the unpredictability of it all.
Absolutely not. Healing is a part-time job unless they make damage high and constant. And the players who refuse to DPS as a healer would be the very first people to fall through the cracks if the game demanded actual healing from them.
Being a lazy liability isn't a playstyle, it's antisocial behavior.
The problem is that you compare to "other games" or only the ones you want to, there are goalkeepers in football/soccer, handball, hockey (or even in games like rocket league, and why not take some fantasy and take quidditch or whatever), and even if the core is the same "protect the goal", the way you do it is different. On some game like dofus, warhammer online or age of conan, doing damage and healing is totally normal.
It's a different game and you should learn how it is played here, not in other games. The Hall of the novice tells you to dps when you dont need to heal, and sage makes you dps to heal, that's just how it is played.
So the correct answer is not "if you wanted to do damage, roll a dps" but "if you wanted to just heal, roll another game".