Why so antagonistic?
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I have found myself not enjoying healing as much as I have in the past. I usually play AST or SCH depending on my mood, and I will say both jobs have seen serious decline in how they play and how they feel over the years. AST in particular hurts the most as it is now a glorified WHM with extra steps to get the most out of the kit.
I would not mind seeing this receiving attention from the devs, as the role itself is on a precipice with how satisfying it is to play, be it due to largely hitting one button over and over again and/or not feeling like they are needed due to the amount of Tank/DPS sustain in the game presently being very high.
Everyone's PvE experience matters, not just yours or mine or those of other people who have healed in savage. Casual players will easily notice they are spamming one button in all of the content they are doing. What tank spams one button 90% of the time? What dps spams one button 90% of the time? None. Only healers have been forced to endure bare bones job designs while their 20 oGCD heals are not only near duplicates of each other but also made redundant by tanks and dps healing the party.
I'm just gonna quote myself as to what these people want from you, and really every other disgruntled healer that has been waiting for improvements for 5 years already.
The fact that they keep coming back, repeating the exact same phrases like an RMT bot, should tell you as much.
I think a lot of the naysayers are missing that the point is to cause the internal metrics that square enix actually looks at to change.
if we've been playing primarily healer all this time, and stop. regardless of how much it impacts duty queues. (though with some of the panic i've seen from some of the more antagonistic naysayers, i assume they think it will be incredibly disruptive, despite them calling it 'useless') square enix will. notice. they don't read the forums, true! there are hundreds of pages long discussions on the healer forums and in general about the state of healers, and they've gone ignored!
but they changed monk 3 expansions in a row because it was one of the least played classes.
they changed summoner in EW because its player count dipped hard in SHB (for some reason).
so the best way to make our voices heard is to just. not play the role. if we weren't having fun healing, we should play something else anyway, right?
that's what the naysayers have been saying for years, "if you don't like healing you don't have to play the role". and then when a group of healers say they won't play healers at the same time... its all "this is useless why are you doing this stop it"
which is weird
are you afraid its going to impact your queues, or is it 'useless'?
cause I don't actually care about queue length.
i care about squeenix's internal metrics that track how many people play what roles and jobs.
because that IS something squeenix listens to.
actions after all, speak louder than words.
Maybe if more healers just learned how to actually heal the healing intensive mechs we actually get, the devs wouldn't have to give everyone else more substantial sustain to compensate. If most healers can't be bothered to switch from their boring 1 button rotation to throw out a few GCD heals when Pandaemonium or Barbariccia are slamming, who should be. Its no small wonder once people cleared those fights they would try to avoid them like the plague in DF and PF out of worry of being stuck with the Green DPS, eternally compaining about how bored they are with the job they choose to play that they haven't found fun for 5 years.
Good Luck. Just posting to keep this at the top so everyone can look at the contradiction of "We want to Heal more, but only if you give us more DPS." It benefits both of us, you get more traction, I get to watch the bonfire.
Acting like those are healing mechanics >.>
We had troubadour,reprisal,feint,addle, dark missionary, sacred soil, expident, and temperance on HH.
Large burst of damage aren't healer checks exclusively. If everyone didn't do their part no healer can save it.
I've already stopped healing for the most part and already have BRD locked in for DT raiding.
Hard to boycott when you already do something more interesting.
This is just silly. That's not their proposal at all. The question at hand is that in most content (I'd say almost all the content, I think week 1 HH on P10S and p1 and p6 in TOP are the only instances of significant healing output required in the last year and a half) the requirements for healing are negligible. There are many ways to address that problem- you could either simply increase the requirements for healing output, or design mechanics that cater specifically to the current healer kits (like fights with random prey markers between raid-wide aoes that require spot healing and healer attentiveness- and I mean truly random here, not 90s into the fight, maybe 30, maybe 45, maybe 60s...).
On the other hand, when healing output isn't required- which, right now, is almost always- healer players would like to have some sort of depth or "business" in their damage rotation to keep them entertained. I'm not sure if you played in those times, but in Midas Savage, when it first hit (and when I still player healer), this was an actual decision I had to make. I'd sometimes let some of my dots fall off (even though I knew I had to refresh them) because there was a wave of incoming damage that I had to take care off first (specifically thinking of A6S here). This kind of depth is gone.
I think simply bringing back Miasma II and Aero III with different timers from Dia would be a small but significant step towards ameliorating this issue. I've played a bit of healer in patches 6.4 and 6.5 and I agree with a lot of the sentiments here- I almost forget Liturgy exists because it's completely unnecessary. Heck I overheal sometimes just using the lilies to get Misery for burst...
I'm honestly confused about this hostility towards healers. You make a sweeping statement about the healer playerbase, but I've had issues with tanks just as often (including aggro issues, which is just silly in EW) and dps not even being able to do a simple 1-2-3. Tanks often lament the homogenization of their role, and I agree fully with the sentiment. These complaints have a lot of merit to them, and after 6 years, it's unsurprising that people will mobilize to show their discontentment. Just because you don't share their opinion doesn't mean you (and others like you) should come here to show gratuitous hostility.
While I may not main a healer I do usually play every expansion with someone who mains AST and they are not excited at all for these changes and they feel the lack of being heard for years on end. I wish you all luck as no game should have feedback being unheard for years on end like this.
Hello, I am from the Japanese community.
I use a translation tool so sorry if my English is poor.
There was a post in the Japan forum informing me about this thread and I learned of this shocking move.
First of all, I would like to state that these are my personal thoughts and not the consensus of the Japanese community.
I'm sorry that I may not be able to reply very often, as I really need to use a translation tool to communicate with you.
Regarding the issue of healers' attack rotation being too monotonous, Japanese players' reaction is quite different from yours.
Almost no one has a problem with the attack rotation.
I don't know why they think differently than you do, but one opinion I sometimes see is “if you want to attack, just play DPS”.
I don't recall seeing a more specific discussion in the Japanese forum than this opinion.
Unfortunately, your opinion will not be accepted in the Japanese forum.
But I am not going to disagree with you guys.
I usually play mainly as a healer in Extreme and Savage (etc.), but I also play as a DPS or tank if I want something different and exciting.
When pointed out to me, I have a feeling that this “when I want a different excitement” may stem from the fact that the healer's attacks are too simple, and I feel it when I get tired of them.
However, I myself do not see the need to change anything about the attack spells.
I may need some more time to think about it.
For now, I will just be very curious about the differences in opinion between the Japanese and English communities and will keep an eye on what happens in the future.
Thank you.
The non-healer roles are providing an extra 50% worth of mitigation for this mechanic? I'm not saying the healers aren't healing, it's that it's impossible without the extra mitigation.
If they removed the vast amounts mitigation from the other jobs than I assume they would be changing the damage numbers to account for this.
The healer gets used to not having to heal, after 20-40% hp raidwides the last 90 levels the game can't just say "lmao here's 300% of your hp in damage" and expect us to cope.
Dedicated "heal people now" mechanics being the only time we heal is awful design actually and sets healers up for failure
Here on English forums we don't care whether people use machine translation from their native language to English because we will most likely understand it very well.
Do Japanese have experience playing other MMORPGs that contain holy trinity (tank + dps + healer)? Such perception usually means their experience is very narrow and simply accept things as they are -- unfortunately here in West, we play other games and have bigger experience on what a healer should actually be -- a healer with a heal kit to heal, and using dps skills is a welcome bonus. Problem stems from the fact healer kit currently is very bloated with mitigations rather than heals, and tanks are very overpowered: this isn't normal in other games.
Perhaps Japanese community finds healer to be a more laid back type of role, where hitting the same dps button is comfortable and doesn't require much thinking with exception of eventual oGCD heal or dodging enemy attacks.
Healers should probably be reconfigured to heal when necessary but to provide buffs when they are not. ATK UP, DEF UP, Haste(reducing CD timers for party), skill speed up, spellspeed up. Pulsing out Party buffs I feel would be engaging for a healer class instead of spamming Glare or Broil over and over again.
Probably not gonna happen though.
I wonder if the current state is due to how healers before were asking for more damage in their rotation because casting a dot now and then was too boring and they needed more to do during a fight besides healing.
So they added more self heals to the other jobs to support the healers damage rotations.
But then the scale tipped too far and now there's the lack of Healing instead.
Meanwhile DPS fail dps checks all the time, why didn't healer get 1500 potency OGCD per 15 seconds to compansate?
Tanks don't mitigate properly all the time, even in high end contents. Why shouldn't healers get to have skills that provokes the target, and, at the same time, quadruple our hp and grant 50% mitigation on 60s cooldown to compansate?
Ok, so there is a lot of opinions around but please allow me to offer mine as well.
I don't think that it is really about "Give us more attacks". Please allow me to give an example -
When I started this game, it was in November of this last year. I started going for the SMN role because that excited me. After time, I learned of the SGE role and I started to make that my new focus past the MSQ. Progressing as a SMN was great, though I imagine doing solo content as DPS would help out. Once I got to EW, I unlocked SGE and started my journey.
So first of all, it WAS hard for me to get into. There was a lot of buttons, abilities, things changed when I pressed other buttons. Not "complicated" but it was also a lot to learn. After reading abilities and tooltips, for some reason I ended up deciding that doing Eukrasia + Diagnosis/Prognosis as pretty much my main and only healing+mit abilities that I used for pretty much the rest of EW. This is my issue, I should have been PUNISHED or at least made aware that I wasn't doing a good job. . .but instead everyone else has abilities and mits that essentially made my job invalid so it wasn't like it mattered. I could have spammed sprint for the whole duration of the dungeon and probably contributed just as much. I didn't even know I wasn't doing much until a friend, that also plays SGE, asked me why I wasn't hitting certain buttons. My response, "oh, I didn't think it did much anyway".
All of this isn't to say that we don't have abilities that heal or that we can't do a alright job with it....but why do you need to heal someone that already has their own self heal ability going? I mean, at that point you are just overhealing, right? From what I know about MMO's, that's essentially bad and wasting resources?
I think with the DPS side of things, the meta is to have your "ABC's" going at all times. Always Be Casting. The worked in ability for that with healers is your 1 1 1 1 1 1 1 (eventually dot) 1 1 1 1. . .until it becomes time to do maybe a healy thing and then keep rotating. I think people are saying with this "look SE, if you want me to always be casting please make it interesting at least".
I've talked about this before also, but hellz, I didn't even know esuna was actually important until I wiped a raid. I mean, never like it mattered before, right?. . .it's that kind of stuff that just drives me up a wall sometimes. Its partly because I AM a casual but I mean....there is like 10 dungeons (wrong number I'm sure) that esuna actually matters?
**I hope translator works well in reverse I am sorry I cannot give you the same curtesy**
Do not get gaslight here. This is in porbability a troll and not honest at all. Esspacially there is not argument provided just "nah, fam we do not think so". It is a i speak for all people and say just no without context. The JP commuinity is also not happy about it. Go to the froum and translate you will stuimble on pearls of wisdom. Also JP is way harsher on the devs then we are. We fight each other while JP is most of the time extremly harsh to the devs and group together for it. We should stop the infighting and work together. The west gets post on x and facebook and JP moves SE because they riot while we are fighting on semantics that not even matter.
Also if they were honest they would have read: There is no singular idea how to fix or change the healers and the majority does not want simply more dps. Most of us want more involvement in the fights aka healer mechanic and a reason to be there not "give us BLM damage". For that reason i call BS for that post.
While an iron man better represents your opponents position, you have to agree a straw man is much better in getting others to help you understand it. :3
I played, but didn't do raiding during heavensward, did some in ARR... messing with ACC caps in addition to constantly double clicking Cleric's and locking myself into 10s of DPS stats when healing was needed, just overall felt bad as a healer, IMO. I just wasn't good enough back then to raid.
and while their at it they can give us downgrade abilities for all of our current 90 kit so we can properly learn our rotation earlier. There's a perfect excuse to bring back SS as a downgraded Benison for example.
(One day I'll get that 125k Crit DH Misery I'm fishing for. The reason I main WHM is because they are the only healer job that really benefits from using their GCD heals in a somewhat exciting way.)
Some are trolls, others are afraid you'll take their fun away, and others still are trying to actually understand the position of the strikers, but only see how they stonewall everyone else behind, "if you hate the idea so much, why are you posting?" attitudes. Hostility is met with hostility.... heh, Eye for an Eye, I miss that ability.
The reason its so hard to adequately see the strikers position on this is that there are multiple separate camps that tend in mutually exclusive directions. Fights should properly have actual mechanics that test the healer's skills in various ways, not just test the party's ability to mitigate down everything so the healer can continue to avoid casting GCD heals like the plague.
I still remember P10 normal in Duty Finder week 1:
Oh, here's a cast bar. And there's the damage. That wasn't so bad. Oh, huh, another head slam. Akh Morn? *heal* … Wait, why is this still going? *splat*Most groups got the message and cleared the mechanic on the next pull. A few wiped a second time before truly understanding what was required.
So, yeah, Harrowing Hell being an outlier in terms of incoming damage profiles made it more of a "gotcha" than anything.
I think they misunderstood that Healers wanted more DPS actions and instead gave them 20 OGCD heals so they could press the one DPS button more so Healers can do more damage. On top of that all combat encounters that's aren't in the Overworld are scripted so if you know the fight there won't be anything to heal since you already are prepped for it or for dungeons you have a Warrior Pull Slave that will Tank/Heal/DPS all at the same time.
I think if they want to keep Healers the same then they need much HARDER heal checks like uncleansable Bleeds or DoTs that need to be constantly healed up.
I'm an all-rounder with main focus on dps > Tank > Healer, but you got my voice! Players who main healers deserve more love (As do everyone)
Adding more DPS buttons is just one of many possible solutions. Others can be creating short-duration buffs or debuffs applied to targets, retaliating barriers, etc. Or it can be achieved without touching healers at all, instead changing encounters, creating new engaging healer-specific mechanics, and so on. There are many possibilities for how to fix the Healers problem, there are thousands of pages in many threads across the 5 years.
Also, I tried to write a more detailed answer to Nanami-san, that our goal is not just to add more attack spells, but my Japanese is too rusty, and the friend who can help me with that is currently asleep cause it's 2:50 a.m. in Tokyo.
I recognized that username pretty fast because I remember this post. For a little context (and from what I understand), this person said we shouldn't use machine translation for JP because we already have our own forum section to provide feedback, and called us delusional for thinking our attempt to provide feedback on JP forums in Japanese would be picked up by the dev team. This is during the first benchmark feedback.
I might be wrong of course (not like Google or DeepL are great at translating context), thus any correction would be appreciated and I apologize in advance if it's actually incorrect.
This has me thinking when you mentioned overhealing and the ABC's.
From what I can tell during dungeons, is that it's pretty much only in a fresh wall-to-wall pull where a healer will be healing more due to the sheer amount of mobs hitting the tank.
Every other encounter besides that is a cakewalk, even if a healer dies during a boss fight the tank can keep themselves alive and take down the boss.
So what I think, and have been thinking for quite some time, is that the content itself is too easy.
If even a boss isn't enough to kill a tank without a healer around then isn't there something wrong?
In other games during a bossfight, if a healer isn't around the tank will drop within the first 10-30 seconds.
Even the trashmobs could kill a tank if not getting healed, and then it's not even a wall-to-wall pull but simply each encounter.
I think that SE needs to up the mobs damage output in general.
That would make it so healers will have more to heal automatically.
But seeing how SE has been nerfing content because there's been players who's been complaining how things are "too hard", I doubt we'll ever see enemies get a damage boost.
So personally I would say that it's on the players who's made it so SE have made the FFXIV content easier so that 'everyone' can play it comfortably.
Some players simply don't want to, or can't face harder content and gets discouraged to continue.
And for a MMO that lives on its players, they don't want players to quit so ofc they'll make the content easier so everyone can play.
Other players will not see people refusing to heal and say "players are the problem". Even healers who actively play can admit the role is braindead and a majority of the content now braindead along with it, they just accept it. Non healers mostly know they're going to roll through the 40 hour MSQ as well, even without the media tour confirming it. They just accept it. The strike is instrumental in bringing in a wider audience who are settling into the stage of demanding better.
Are you talking about Nanananami773? I looked at their post history; they talk about healers a lot. They are not a troll. Someone from here went over there and asked about the strike in their general forum with a translator: https://forum.square-enix.com/ffxiv/...81%9D%E3%81%86 The first post was a completely different person saying that the community over there thinks this is a non-issue as well. Though I admit... the JP forums tend to complain a lot about the animations of certain skills quite a bit. So its just a different set of priorities over there. I do see some balance threads here and there, but they are much more quieter compared to EN.
edit:
If by chance you were not referring to them, I do apologize. Your comment was a little confusing to me.
I think the math more adds up to ~30% over the entire mechanic IIRC, since the hits go on longer than each of the mits you need to effectively space them out for the best effect. that is usually where the issues of 'not enough mit' stem from... blowing everything at the beginning of a mech then realizing there are 2-3 more hits of pain left after everything falls off. There is still an issue where some healers just don't press healing buttons during those mechs, and that is bad.
In all effect they'd either need to do that or buff the healer's mit % and/or duration to best compensate.
grats on page 100
let's keep going to page 200
and the only way to do this is if u ignore the haters and not get into a cesspit of personal attacks with them
u dont want to give the mods any excuse to lock and censor this do u