The last to fill are actually often physranged! I swear there are just about as few of us as there are healers.
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Might want to consider the possibility that healer design principles we previously had (EG SB, HW etc) were more appealing to us, hence why we started playing healer in the first place at that time. Might want to consider the possibility that it's entirely possible to design a healer that not only is accessible to newcomers, but also has some more depth for those that want to push their gameplay as far as they can.
Why is it that 'it's not what you want' is a valid line to deploy when we criticize the current 'slop' (which is so 'slop' that even new players note that it feels very shallow), but 'it's not what you want' doesn't apply to those who clamour for ever more simplification? Why is there this double standard, where constant sanding down of any challenge the job's kit might offer is apparently completely acceptable, but if you dare say 'hey maybe we went too far here', oh suddenly we see BS like 'maybe the role isn't for you'? I know someone who's been a SCH main since SB. They cannot bring themselves to play it in 100 content because they hate Seraphism's VFX that much. Are you really going to try and tell us that 'maybe the role just isn't for you anymore'? That 'Seraphism is simply 'not what we want''? Because yeh, it sure as hell isn't what we wanted from the military/combat tactician healer.
The fact that we had a clear of the current tier without healers, on day ELEVEN of the tier being out, shows that yes, the devs do need to 'get a clue'. Previously 'no healer runs' of Savage 4th fights would be done in BIS gear. This one was in 'gear that was scraped together by week 2'. The problem isn't just continuing, it's actively getting worse. The PFs are full of 'green river' even in JP where they're supposedly happy with the current state of healer design. And we get radio silence from the dev team about any of it
Also, it is pretty early atm so there's not many reclear parties up atm on my DC, but of those that are...
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At least 1 has a fair amount of healers. But if they're doing reclears of 1, but aren't in reclear parties for 2 and onwards... surely that indicates that something about these 'new healers', is not adding up when compared to the healer players from previous tiers. So, the question is, is it worth it to alienate the veterans in favour of trying to appeal to a 'new audience', when all it seems to have done is hurt engagement in content, hurt healer playerbase numbers, and hurt the playerbase's appreciation/respect for the role itself when they're having to literally pay to get someone to play the role?
Though reclears may take hours longer I'm proud that people who are sick of the state of healing are finally taking action and just not playing them
Heres the issue with this, SE doesnt really see "too easy or too boring " as a problem... So the lack of healers in PF is going to backfire so hard im almost 100% theyll deem it as healing being too difficult in the content and nerf it into the ground yet again... Really only viable way of making a point is by still clearing content with 1 healer if any at all...
What is keeping me on the sidelines, besides my toddler, is that I want to heal, not dps. I dps because I have no healing to do, this is what they need to address. We don’t want fancy new dps rotations, we want to heal, simple as that.
If healers are struggling in raids at level 100, then that’s on them, it’s ok for healing raids to be a bit harder, so hard that healers or raids wouldn’t dare use healer dps.
I want my one job back, healing!
That's what dissapoints me. Healer DPS used to be a bonus to an encounter, not expected. It was there as a reward to the party for not eating mechanics all the time, but it still wasn't endless 11111211111 spam. Now healers are seemingly expected to focus on DPS and just toss out the occasional heal to cover raidwide damage once an encounter is on farm.
Healing should definitely be a priority for the Healers.
But the DPS part of the class should also exist and be viable for those moments where you don't need to heal and for the solo duties in MSQ as well. And as noted, healer getting to do DPS was generally a reward for the Healer and the rest of the team doing well enough to not require excessive healing at certain parts of fights.
It doesn't necessarily have to be a fancy new DPS rotation, at least not instantly, but the damage output should be brought up to the same level as Tanks at a very minimum.
Giving healers the same damage as tanks on top of readjusting healing requirements sounds like a nightmare to balance. Would also further trivialize older content which is already a concern for some.
What really needs to happen is Tanks first need to have their sustain nerfed by a large degree. Either by directly impacting their cooldowns or having the boss just do more damage like with auto attacks.
That results in the same level of balancing nightmare because now they have to account for less healer damage in encounters if they increase healing requirements. As for the impact in older content, I say that it's too far gone to be saved at this point. Look at how they never considered that buffing the Lily system skyrocketed WHM's damage in TEA, when they changed lilies to 20s instead of 30s and made Misery DPS neutral. Same with MNK and Masterful Blitz. These were substantial changes to how these jobs performed but content was never adjusted to account for them. The old content can't be saved. Newer ones can.
Your examples do not impact the entire role. If they equalized both tank and healer damage that would be a huge increase in damage across the board. Sure you cannot 100% save older content but making it far more trivial is not the answer either.
I still stand by equailzing the damage is not the answer. Would rather they swap the damage percentages so tanks do what healers do now and healers do what tanks do now.
But increasing the damage of healers without increasing the healing requirements will not change much if anything.
This. I started healing in Heavensward and remember having to hardcast heals in casual content to keep people alive. Dps'ing required turning Cleric Stance on and off and I did that too. We didn't have 20 instant healing abilities and yet many noobs like myself picked up a healing job and learned it, making the role more popular back then than it is now. I liked it a lot.
The current design is unfun for someone who wants to spend the majority of the time casting heals, not throwing random instant crap at the party between dps'ing. There is nothing to cast except dps but most dps spells were removed too. It's so stupid.
And the idea that healers in Dawntrail are failing to heal sometimes because it's "too hard" is a lie. These are players who have been conditioned to spend the majority of their casts on dps for the past 5 years and are accustomed to not having to heal anything and being carried through content by tanks even if they die. What do people think that does to player skill? When you lower the bar on the floor, there will always be some who dig a hole to pass underneath it. Years ago the playerbase managed to clear things just fine even if they had to cast some heals and think about their MP. They can do it again. The devs need to make this role engaging again, and that will cultivate healers who pay attention to their primary role because it's engaging.
It doesn't have to be entirely just buffs to Healers, they can also bring down Tank DPS and have the two meet halfway, but that's even more work.
But "Having jobs be balanced would break the difficulty" is not really a good argument.
So they could just take the loss, drop the difficulty in older and at the moment current content, in order to make future content with properly designed balance between the roles instead of the absolute randomness we have now where some roles are just worse because fuck the players who want to play these roles.
My point was that SE doesn't give a damn about older content being trivialized. Between potency adjustments, poor ilvl synch, retroactively adding in new skills and systems, etc. the only way to save it at all would be an entire rework of the game from the ground up at this point, which isn't going to happen. Would it be nice if they did? Sure, but I'm not going to hold my breath on it either.
It's so gratifying to see all the trolls who popped in to thank us strikers for their healer insta-ques followed through. /sarcasm
Even though they may not have posted this thread nor joined our Discord, I wish to thank all the players no longer playing their healers for their support of #FFXIVHEALERSTRIKE in spirit. May the green river flow all expansion!
We've been over this many times before. Making encounters require more healing could only apply to newer content, and would throw a wrench into the design philosophy they've honed over all these years. If all they do is make more healing required, then old content would still have all of these issues with healer design.
So what do we do to solve healers being boring 90% of the time? Give them more to do within that 90%. You never see Tanks complaining that they never have a reason to use their mitigation or tank swaps in normal mode bosses because they've got an actual rotation to keep them occupied. When you have a decent damaging rotation to focus on while no one needs healing, you're not even going to care that there's no outgoing damage.
And like I said, this would apply to all levels. Not just level 101+
Yeah, I want more opportunities to heal, especially at lower levels, but I also don't want to have to do constant healing maintenance, because that means just missing a couple GCDs to dodge a mechanic could risk the whole party dying. Yeah, there's a spectrum between the two extremes, but again, Where we draw the line would take a lot more development time and energy than just giving healers two or three more damage buttons.
Also nerf tank self-sustain. It's way too out of hand.
Definitely! We bought FFXIV and its expansions because we wanted to play in a trinity based game. Dropping the trinity model is not an acceptable solution and will result in may players feeling betrayed.
Individuals who feel this way will leave the game and word will spread to avoid games by Square Enix. This will hurt Square Enix's reputation and bottom line across all their games. Once a customer's trust is betrayed, it takes way more effort and money to bring them back.
It's far better for Square Enix to bring in playtesters for the content, hire people specifically to be role advocates, and listen to their objective feedback, than it is to drop healers all together.
So we just don't do something because it'd take time? Because it might be hard? Talk about laziness. Someone once told me "If something is worth doing at all then it's worth doing properly" and I hold it to be true. If healing if worth fixing, then healing is worth fixing, not dps. And if fixing healing means going back and rebalancing content then so be it. When I look back on previous content I see healing really start going downhill when tanks start getting increasing amounts of self-healing and damage stops outpacing mitigation by any appreciable margin, the natural result of which is the reduced need for healing, I also see a reduction in interruptible attacks and esuna-able effects during the same period which further compounds the issue.
If they're going to take maintenance healing to the level that missing five seconds to do a mechanic would result in deaths then they should make that mechanic such that there is no additional healing requirement during it, i.e. There is no unavoidable damage (autos included) while the mechanic is playing out. It's really not that hard. Would fixing healing run against current dungeon/encounter design? Possibly. But that's the devs own fault, thus it's their job, their responsibility, to fix it and I will give them no leeway or forgiveness for what is ultimately a dereliction of that duty and responsibility, nor should I, or anyone else give them carte blanche to destroy any role in this game the way they have been healers. To do so is simply to permit, even ask for, more of the same and 876 pages says we've had enough, it's time we acted as such and drove that message home to CBU3.
And this... Why not? Is that not exactly what the devs have spent three expansions of expanding tank and dps self-sustain and sidelining healers doing? At this point the duty finder healer requirement is mostly a formality in 70+ content. Even going up to savage and some ultimates, the "bait and switch" is already happening, why not formalise it? It's not even that hard, just push tank self-sustain skills down the level range a bit and give them a bit of a buff, make every mitigation come with a heal and/or regen and/or healing buff and you're there. Job done, money due.
But, for the record, I do not advocate this course of action. I simply see it as the logical progression of FF14's design for the last three or more years and, in case it's unclear, I find it thoroughly detestable.
I hope you're being facetious or blackpilled about wanting to remove healers (sarcasm is hard to read online afterall). I'm certain most healers play the game because they want to play their role in the trinity. If I wanted to play a game that had DPS with some extra flavoring, I'd go play GW2. The story is just as bad as Dawntrail's, but at least the netcode isn't garbage and the roles are at least somewhat engaging.
I am one of those people who plays healer to be a healer, as I said in the later post "I do not advocate this course of action", I do not desire the removal of healers - I desire that healing be fixed and that healers heal as a result.
That does not stop me being serious though about removing healers also being a legitimate fix to the problem as a continuation of the prevailing design direction. The idea is very much born of resignation.
I recently completed an admittedly idiosyncratic thing where I took SCH through every piece of instanced content normally done via DF (on Crystal, if anyone thinks that makes a difference).
It was quite depressing to see how often Eos + (Recitation_if_available_)Excogitation was sufficient to sustain the tank through wall-to-wall pulls. Sprinkle in some random Lustrates, Protractions, and fairy abilities, and I'd argue that ye olde DF tank doesn't actually need that much assistance from the healer to handle "real" trash pulls.
It was also quite depressing to see how often my existence in the party is to raise the other party members or else concoct some amazing combination of mitigations and shields so that they could face-tank a mechanic with 392 vuln stacks.
The core problem I see is that the devs have a tank dev and DPS devs but no healer dev. The dev responsible for healers happens to be the caster dev and that is why DPS comes up so much as that is what they are familiar with.
Until we get a dedicated healer dev, we will always be in this situation and even then, the healer dev must be strong and willing to stand their ground to get things for healers fixed properly by addressing excessive self-healing and mitigation.
I still don't get why it's so difficult for people to understand that higher healing requirements doesn't preclude a better damage kit and vice versa. Why do people always have to come in and say "No, I want A! I don't want B!" when A and B can coexist just fine (and did coexist just fine in Stormblood).
I don't know about everyone else, but I personally find 'Cure x 9 > Medica > Repeat' as boring as 'Glare x 11 > Dia > Repeat'.
It is. I mean, it's just the equivalent of filler attack, banked-damage attack, filler AoE, and banked-damage AoE. They're no more interesting than any other variety of otherwise dull actions. Mixed up, they're maybe okay; imbalanced (spamming just Medica between Medica IIs for 8-man content or Cure IIs between Regens for 4-man content -- if AoEs were ever nerfed enough not to be the spam for everything), they're boring.
But at least if we had to use both healing and attack GCDs frequently, that variety could be doubled. Mix in priority conflicts within time constraints, moreover, and those individually dull actions get some decent optimization depth in context.
Unfortunately the vast majority of suggestions in this game get the same response. I can think of countless instances in the past where potentially great ideas get lambasted because of a lack of ambition. It almost feels a little stockholm syndrome at this point.
Let's just think about...
- The glamour system. A glamour catalogue is 100% doable, WoW did it like 8 years ago. Apparently it's too much spaghetti code or takes too much time to implement or too much data or whatever. Let's sweep under the rug you can go to sleep in the inns and view all Mogstation paid content in realtime literally right this second. The system exists.
- The housing system. Unlimited districts is absolutely possible. Multiple MMOs have and do it actively. They make bank with this game, invest in some back so people can have a freaking house. GW2 is launching it - that's a F2P game. LOTRO has private wards that scale infinitely - also a F2P game. No excuse.
- The job identity. It's too hard to make jobs interesting because then the devs can't balance it. Like, isn't that just a huge failing of the talent at CBU3 if they're the only MMO incapable of balancing jobs when they aren't the Spiderman pointing at himself meme?
- Healer design. See above. Too hard. Too much time. Etc. etc.
- Almost every vestigial system left to rot in the game. Which is many.
- The level sync problem. Too difficult to change the system, too time consuming. Let's just keep the crap system we have. Other MMOs have solved this more effectively years ago.
- The ping and latency issues. Third-parties have fixed this in various ways. It's doable.
Every problem is another form of - think of the dev team, it is spaghetti code, too much server strain, data volume per character, hard to balance, too much time investment. It's no wonder nothing changes, and the patches are always the same, and the train keeps moving until the track stops getting laid in front.
Ya know it baffles me to see players (actual Healer mains) try to defend a job that is really so........irrelevant. I mean take a look at the other support role, Tank. Compare the number of Duties that can be completed without a Tank with those that can be completed without a Healer. It's sad imo. Don't get me wrong, I love a Healer that really cranks out damage in a Dungeon, but if the role restrictions were removed, 3 DPS and 1 Tank would be so much faster (most of the time). I was tanking a dungeon with two melee DPS the other day and the healer died pretty early in one of the boss fights and we still cleared with no issues. This actually made me feel bad for the Healer just laying there dead for 8 minutes or so. Of course I have no idea how to fix this, I just know it needs some attention :)