Happens to me all the time and it's infuriating.
Printable View
I remember the good old days of Titan hard...back when hard meant hard and not story. Where you could be in another zone and still get hit by the bloody landslide.
When I was leveling up I remember dying to a couple of boss fights with the boss still being above 50% health. To my surprise, the group did just fine healing up without me. Felt pretty bad.
I did the new raid yesterday. On the first fight my co-healer got disconnected almost right away. They never came back due to queue times. I proceeded to solo heal the entire fight when it was my very first attempt. Though to be fair the telegraphs are obvious so everyone did the mechanics properly the entire time.
I'm pretty sure there'll be Savage fights that can be done without healers as well. FF14 has ever had the issue of too little unavoidable damage because the healing classes are too simplistic in design to deal with anything more in a way that feels actually engaging. AoE heals heal everyone, single target heals heal single targets, HoTs have no extra interaction, 2.5 sec GCD means it's almost impossible to design fights around reactive healing, and DPS/tank classes are getting more and more healing tools that are powerful. I haven't beat my friend (WAR) on healing a single dungeon yet on WHM because it's not needed, and on SGE I did through Kardia which was entirely unnecessary healing but hey, may as well have it up.
Even avoidable damage is designed not to be outhealed due to vulnerability stacks, because they know if those didn't exist, people could stand in literally everything that doesn't 1-shot you and the healers can deal with it (at the cost of their dps).
Especially the current EX trials are absolute jokes though. There's basically nothing going on if people dodge mechanics that people themselves can't outheal/passively regen.
I am fervently hoping that the savage tier continues to use damage down; it was refreshing to see DPS actually care about doing mechanics properly. ;)
Though I admit, I actually rather liked the Delubrum Reginae "Twice-Come Ruin" (or the savage variant's "Thrice-Come Ruin"). It was forgiving -- screw up a mechanic and you were put on probation rather than instantly vuln stack'd or damage down'd. But repeatedly mess up a mechanic and you just plain died. No "the healer should've healed me through this", you just get Doom and you're gone.
It was like the perfect combination -- to my taste, at least -- of forgiving ("Okay, you screwed this up once; you're on probation, buddy") and unforgiving ("Welp, you die now.").
I think the debuff in E10S that turned into Doom if you screwed up voidgates was actually also Twice-Come Ruin, though I might be misremembering. So, yeah, I fully expect it to show up in Pandaemonium savage at some point, even if it doesn't in this specific tier.
But in both E10S and E12S, it was in response to a specific mechanic being failed; in Delubrum Reginae it was to any mechanic being failed, so functionally taking the place of vuln stacks (as used in most content) or damage down (as used in Eden savage).
Despite how impressive that group is, it does not represent the common player. When I did zodiark I marked myself and one of the tanks as we had the fight figured out. Still took 2 or 3 tries cause a few outliners were running off into bfe. They eventually snapped around and stuck to us like everyone else.
To be fair, while I understand why they went with damage downs. It felt great to give the orb mechanic in e10s the middle finger with shielding.
My policy is very simple: I heal enough that you will survive mechanic. You are free to eat vul stack as long as it doesn't kill you. If you eat more stack than normal healing would keep you up ... that's not my problem.
The only reason people greed in this game is for fflogs, not for clear. So if they greed and die, they can cry about their parse as they wait to get up, because I ain't pop them up without swift cast.
Hrm. I don't remember it doing so, but I'll be honest that I'm not absolutely certain of that. I'm mostly certain it didn't in Eden savage -- you got the damage down debuff independently of Twice-Come Ruin if you screwed up a mechanic, I seem to recall -- and I assumed they'd just literally used the same debuff. But like I said, I may be mistaken.
I am like 98% positive that Thrice-Come Ruin in Delubrum savage didn't, but maybe that was only because it didn't have a timer. (I.e., you only got to screw up twice, period, across an entire fight before it just nuked you.)
but, healing is basically all i do....I...I like to heal and to be challenged when i am doing it. :(
We need
damage down for DPS
vulnerability up for tank
Heal down for healers
For savage fight.
I really don’t care about extreme being done without healer. Savage should has one shot mechanics more often.
On failed mechanics. Why the healer should be punished if dps can’t carry it’s own weights.
I mean you can go in with 1 tank and all healers too...DPS not needed? They took 3 dancers for that and the pld helped heal...one healer would have been far more efficient lol
Savage should have damage down not one shot, one shot mechanics just make healing more useless. Why need a heals if any sort of mess up kills them? RDM can raise.
They need more stuff like titan from back in the day, aoe raid wide dmg often.
Tankcob was a thing, so Clemency must be removed then?
I am ok with this but they need to add an extra second to move for those. As it is now, I have too pre-move to meet some mechanics and if I guess wrong… harder fights sure, but more time in the telegraphs or have the server and client talk before killing me and less snapshotting. I don’t like being on the other side of the arena and still being considered as on the wrong side.
That EX is an absolute joke and literally only has 5-6 unavoidable raidwides in the entire fight depending on how fast you kill it.
That's 5-6 raidwides over the space of 8+ minutes, split between 2 healers who both have a huge kit of healing tools. It's no surprise healers are of less use. The second EX and Normal raids aren't much better, they'll feel chaotic while you're learning them because being hit by avoidable mechanics hurts or kills you, but once you and your group learn the fight you start to realize the actual unavoidable damage is very rare while healing toolkits have only become stronger.
We're going down a bad path. They completely ignored healer requests for more damage to heal and have actually reduced it. This is shaping up to be by far the easiest and most boring expansion for healing yet.
This is why MMORPG's like Dark Age of Camelot and Everquest were superior. Your roles did what your roles did.
The dancers healed with an OGCD.
Problem with those instant death things in Bojza is they completely negated the Honors for Healing and HP and made 10 stacks of Damage Honors king.
What's the point of extra HP and healing if someone is going to die in 2 hits?
Honestly I think they should tie healers as a job to specific mechanics in dungeons and trials. I remember this boss in Tera when healer had to aggro multiple trash packs and run in circles around the arena trying to dodge mobs' attacks while simultaneously healing their party members. This felt very engaging and fun, every dungeon you had to do your specific thing thus making a healer relevant no matter what.
Now, whether it would be considered fun by ffxiv players I don't know, but it's definitely an alternative if we're not trying to change healers as a job. Sure, you can have your one button dmg spell and 2 buttons for healing, but you also have to do this specific mechanic that nobody else would do.
I'd argue that twice come ruin was lazy and ruined Delubrum because it killed all options but pure damage builds, it would make sense if it was on certain mechanics but it was on literally everything including the most mundane attacks from the trash minibosses.
The debuff was less of a punishment for messing up mechanics and more like if a GM used the console to force kill you because you messed up.
This fight doesn't have any sort of heal check. If all party members use mitigation tools properly (This includes self & party healing abilities). The healers would barely need to lift a finger.