Yeap, the skill to play healer is so low that the daily roulette is just full of healers.
Then play a different role.
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Bad healers existed before the healing role as a whole got dumbed down, and now they're more prevalent than ever before, despite healing being in its simplest incarnation. The only thing the devs accomplished was alienating veteran healers enough to make them abandon the role or the game itself, leaving a void behind that quickly filled up with players that spam their aoe gcd heals when only one person is taking damage and only read tooltips far enough to know that Cure 1 spam can proc freecure, and even then it's a toss up if they even use it.
I agree with this. But this is a design failure. Instead of forcing players to outsource to YouTube etc to get better the game itself should be teaching you.
what even is being discussed anymore? no amount of ad hominems or actual arguments are gonna change either side's mind. not everyone is arguing in good faith
There's an entire forum full of threads that agree with my sentiment. Over the past 3? years too. And about two people in this thread that agree with you. And let's be honest, a lone cowboy here making statements for the "player base" is super sus. Unless you have access to data channels we don't I call BS.
And don't get me wrong. The healers are fine for people with little experience or no desire to optimize and attain a higher skill tier at the role. But anyone who's going to main the role and get better at it will hit the ceiling really fast. And in an MMO that people are going to play over a long period of time... That's pretty much anyone who's going to main the role seriously.
I think the point people are trying to make is that if you heal efficiently and try to support your party at the maximum of your ability. You don't need to heal much at all. There's no need for "more time to heal". Even the harder fights like ultimate are about 80% of gcds used to do damage. That's a lot of one-button spam.
So in the end, you're left with little to no healing required and a one-button spam filler. No matter how you look at it, it's a lose-lose. Wheter you're of the mind healers should heal or you're on team "more interesting filler"
There's that constant Sylphie strawman. Complexity between zero and "5D chess" is all equivalent. Having zero complexity is exactly the same as having a small amount of it.
Playing a DPS may not be the most mentally taxing thing you've ever had to do, but it's certainly one thing healers aren't- fun. I refuse to believe Sylphies actually think Glare Glare Glare Glare Glare Glare Glare is fun. It's the worst deliberate RPG class design I've ever seen.
Right. And the argument inherently doesn't make sense anyway; if people didn't play complicated jobs, DPS would be the job not queueing. The fact that healing is the easiest job and *still* has instant queues means people are leaving healer for other jobs. Now, correlation doesn't necessarily equal causation (it's equally likely that both healers and tanks don't queue for their respective roles because of the feeling of responsibility/fear of being blamed for any failure), but it definitely means people aren't gravitating away from healer because they're too complicated.
Yes the same team that brought us lilies 1.0, thought removing ED was a good idea (lol), then thought nerfing ED was going to change how scholars were played, then thought that buffing broil was a good idea (leading to them ruining their already miss-tuned ruin II setup), and a myriad of other changes (the list of which is too long to fit here) that demonstrate they clearly don't play healers beyond the beginner level (honestly sometimes I wonder if at all). This is the same team that admitted for TWO FULL EXPANSIONS that they didn't know how to balance healers, the same team that admitted a few days ago that they didn't see what they could do with SCH (when there's an entire forum full of suggestions right here, some pretty decent ones in the lot too).
And honestly, I still can't get over how Lilies 1.0 were so outrageously flawed that the entire community in these forums warned them that they wouldn't be used at all just from seeing the tooltip for it. And of course, we just removed the damn thing from our hotbars for an entire expansion. How they couldn't tell that in an instant is beyond me. I'm going to stick with trusting the community on this one.
Remind me, which DPS job has a rotation that never gets any more complex after level 4?
People with crippling physical disabilities have cleared Savage. Stop making excuses. If you typed all these posts yourself, you have what it takes to play an MMO at a level above the absolute bare minimum. We know what it takes because we do it in every encounter.
Look, here's the deal. It's obvious that you're already not playing your job to its fullest potential and you really, obviously don't care that you aren't. If they made healers more complex or more interesting or, god forbid, raised the skill ceiling a bit, nothing would change for you. You'd go from someone who's too lazy to do more than the bare minimum, to someone who's too lazy to do more than the bare minimum. If they add 3 more buttons to the DPS rotation, just don't press them. Just like you're already probably playing very poorly and not caring because you're "carrying" the group by queuing as the green job.
You're already proud of the fact that you're not even close to the skill cap as it is now, so you should have no problem with it being raised. Anyone who cares to improve is already better at playing a healer than you are.
Then I hope the devs enjoy the game. I know this might be a shocking realization, but the game is meant to be played by players, not the devs. If you think that they are automatically correct just because they're the ones in charge, you are saying every game ever created, even the failures, are indisputable successes.
Please, Mr Lv80 Paladin with about as much healing experience as a toddler does with nuclear fission, just walk away. I'm really of half a mind to say you're just trolling for provocation because you've done literally nothing else but pick fights with two sentence responses that only provide insight into your ignorance of what healing is beyond HP go up.
Right, so tanks should tank then?
6.0 should remove Riot Blade, Royal Authority, Prominence, Circle of Scorn, Holy Spirit, Confiteor, Atonement, Holy Circle, Maim, Storm's Path, Mythril Tempest, Decimate, Fell Cleave, Upheaval, Chaotic Cyclone, Storm's Eye, Syphon Strike, Souleater, Flood of Shadow, Edge of Shadow, Abyssal Drain, Carve and Spit, Bloodspiller, Quietus, Stalwart Soul, Brutal Shell, Blasting Zone, Solid Barrel, Burst Strike, Demon Slaughter, Gnashing Fang, Savage Claw, Wicked Talon, Continuation, Bow Shock, and Fated Circle.
Paladin should be Goring Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade -> Fast Blade
Warrior should be Heavy Swing -> Heavy Swing -> Heavy Swing -> Heavy Swing -> Heavy Swing -> Heavy Swing -> Heavy Swing -> Heavy Swing (No DoT to keep its identity as the easy tank)
Dark Knight should be Salted Earth -> Hard Slash -> Hard Slash -> Hard Slash -> Hard Slash -> Hard Slash -> Hard Slash -> Hard Slash -> Hard Slash
Gunbreaker should be Sonic Break -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge -> Keen Edge
The rest of their hotbar should be completely filled with Rampart clones. They should have 25 mitigation cooldowns available per minute to deal with the 1 tank buster that happens in that time span. That would be fun, right?
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Oh, by the way. Your active character literally doesn't have a job stone equipped (Gladiator Lv 80, obviously a troll) and yet your DPS rotation is still more complex than a level 80 healer who does have a job stone equipped. I thought tanks were supposed to tank? They're not called DPS. Get that pesky Rage of Halone off your bars, you have no business using that without a red job icon.
if you dont see how little healers have to actually heal then youre not looking at the actual hp bars and damage taken. I also dont know how you can just dismiss proof of the very thing you apparently dont see.
But whatever, if you dont like the evidence that people link, how about you provide it. What content then are you doing that needs so much healing? can you provide us a log, any log, from this expansion where both healers are constantly healing AND:
- have 90+% gcd uptime
- actually use their ogcd heals more than once
- have less than 50% overheal
also a fun observation:
Neo Exdeath, a fight from the very first raid tier in stormblood: the boss dealt a total of 13,171 damage to the party.
https://www.fflogs.com/reports/cnbGm...e=damage-taken
Eden's Verse: Furor (savage), a fight more than a whole expansion later: the boss dealt a total of 17,826 damage to the party
https://www.fflogs.com/reports/FAgJ2...e=damage-taken
yeah ok
Healers are more complicated than DPS and tanks in savage content. AST is arguably the most complicated role in the game to play optimally and they only have 2 DPS buttons to press on GCD. Not only because you don't have an actual rotation that you strictly follow like DPS and tanks, but because optimal play requires managing 1min long oGCD cds and the cooperation of your co-healer and party members if you are not out gearing the content. The second factor is entirely not dependant on individual skills.
It was easier for me to play Summoner in savage prog than it was to play White mage. Optimal play is actually so easy to reach with DPS role, you can do that even if 5 people have died throughout the savage run. People legit have nothing going on with DPS roles. Nothing to look or watch out for that a healer doesn't have to, outside of a simple 1-2-3 rotation filler. They have no responsibility whatsoever outside using Addle on the boss before big raid-wides. They are simply pressing the exact same buttons that they would have pressed when attacking a dummy while watching what the boss is going to do next. If anything DPS jobs have the most predictable pattern of playstyle which is what I find truly boring. Not being able to do anything else outside 1-2-3.
Encounters not forcing enough mandatory healing does not equate into healers needing some kind of elaborate dos rotation.
And here is the rub again: an organized group that has an encounter on farm mode can minimize dmg by doing the encounter flawlessly because they know how to do all the mechanics properly. Join any duty finder group and all of that falls away.
I never mentioned dps rotations. i asked you to provide me evidence of your claim "I keep hearing this "barely need to heal" but am not seeing it in every day practice"
You also implicitly agreed that theres very little damage in recent encounters. "Encounters not forcing enough mandatory healing[...]"
...so which one is it then?
Who said the logs i linked werent from PF? i can give you plenty of other logs from several fights i did on PF this expansion where the bosses dealt comparable damage to neo exdeath.
i've lurked this forum long enough to realize that some portion of the player base just doesn't want healing to be a demanding job and will vocally oppose any efforts to raise the barrier to entry. I disagree with those people, but honestly I don't think it's worth arguing the point anymore. the devs have shown that they are firmly committed to maximum accessibility, and it's not like the other roles don't already allow minimum effort players to squeak by in their own way. it's just the nature of a hyper-casual queue based MMO.
what I don't get, though - what I've never seen argued cogently even once - is how giving healers more DPS buttons would actually raise the barrier to entry. of course, it would make optimal play more difficult (that's the point!) but if you're already unconcerned with maximizing your DPS, it's not going to change anything for you. I don't buy the argument that more abilities would scare off new players, because new players have no problem flocking to DPS jobs with twice the complexity of healers and then just disregarding most of the mechanics. what's the sense in designing jobs around people who are going to press buttons more or less at random anyways? it's also worth noting that MSQ/overworld battles are a significant part of the new player experience, and they feel TERRIBLE on healer with their current DPS options. I think that unbelievably tedious encounters are far more likely to make a new player quit than somehow getting confused by a few DPS buttons.
the only drawback I see to augmenting healer DPS kits is button bloat - but it's pretty hard to argue that healers need all of their healing buttons currently, and the folks clamoring for simplicity shouldn't object to losing a heal or two anyways. if encounter design demanded more from healers than it might feel bad losing some healing tools, but veteran players should know by now that encounter design is NEVER going to radically change such that healers are required to constantly be healing. hey, I wish that healing was more demanding too! but that's not the game that we have, and it's not the game we're ever going to have. using that argument in favor of gimped healer DPS feels pretty disingenuous to me at this point. in fact it says a lot about how poorly designed healers are that even Squenix's staunchest defenders realize there's a massive gap between the way the role is designed and the way the game actually plays.
Thank you this. Dps is just rotation kill. Healer has to keep everyone alive, revive, dps and adjust constantly. It’s far more interactive UNLESS you have a perfect party at which point don’t bitch you are bored be happy you are doing less. It’s a “day off” basically.
That's the thing though.
Your enjoyment should be able to rise when you are with a good group. Therefore, gameplay with minimal healing should be a design consideration.
If you get into a farm party in PF that actually is a farm party, the healer shouldn't be disappointed that they don't have to heal...
https://c.tenor.com/xwVllq_MsjoAAAAC...vey-scared.gif
Ignorance is a damn bliss with these "Two people" in this thread so far....
Anyone with a single brain cell can tell that "Spamming one button is not FUN
its competely contradictory and paradoxical how you simultaneously brush off dps playstyle as "just rotation skill", and yet its somehow impossibly hard for a healer to do or even attempt to do what was described as, and i quote, "most predictable pattern of playstyle".
so is it easy or is it not easy? which one is it? if its so easy why cant a healer also do it? if its not easy then how do dps and tanks manage to keep their rotation while also having the situational awareness to deal with mechanics and use party-dependent tools such as cover, aetherial manipulation, verraise?
how does the cognitive load of pressing whispering dawn or medica ii after you see the boss cast a raidwide differ from a tank pressing rampart when they see the boss casting a tankbuster? how do red mages and summoners manage to notice a dead party member and raise them while also doing their rotation?
Pretty much. The tl;dr is "Play healer:
- .. in the first week of each contents to indulge the chaos to not be bored."
- .. if you want to be bored until next new unfamiliar content comes around."
- .. with a group of stupid players to have something to heal."
Fancy. But no.
I can heal damage but not stupid. :rolleyes: That's too much to handle for me, even with all these bloated healing buttons, or maybe I need more! I'm no Lord and Savior!
I mean.. Obvious troll aside, with that kind of reasoning every job should be a one-button spam since it doesn't seem to make any difference to you. At least it'll be super accessible. And by your standards, also fun.
The reality is that a line has to be drawn at some point. And there's a forum full of healer mains saying that it isn't in the right spot. And one gladiator saying it is? (I'm assuming that's what you're saying since, honestly, it just looks like you're being contrarian for the sake of it).
As for the healer here, I can't tell if this is your main or an alt but to make things short:
Yes, we do realize that if you play your class casually it doesn't really matter, but it equally wouldn't matter to those players if SE raised the ceiling a bit since they aren't at cap either way. The only pitfall is not creating too big a dps gap between player bases but there are plenty of ways healers could be more challenging while respecting that.
Edit: looking over forums again (not tired this time) looks like I'm getting baited by trolls. Live and learn.