It unfortunately HAS to be this way, healers are literally that bad at the game.
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It doesn't have to be outright removal to make actual healers more appealing. They could just make the party healing not completely lossless.
Imagine if Nascent Flash costs 50 beast gauge, maybe Shake it Off only has the shield and consumes 25 beast gauge for the heal and another 25 for the regen. Maybe Earth's Reply costs a GCD to use.
And there you have it, tanks and DPS still have agency and survivability but healers are much more appealing because they can sustain the party for cheaper.
DPS should simply not have group heals, period. They should get their self-healing skill and maybe a mitigation tool and that's that. If some of them have heals for flavor they should have a GCD cost to them at the very least, and not be so potent that stacking them replaces a healer.
Tanks I could see having limited heals but Warrior and Pld group heals are too much for the damage output we have.
Tanks should not be able to survive on their own for a half hour at a time. They should get overwhelmed without any assistance.
Lots of games did the trinity system without invalidating the healer role.
When you cater to the absolute bottom tier of player, you GET the absolute bottom tier of player. If they actually had to put in effort in the first place, they could have either grown, or be filtered out of the role, like they should be. We should not be designing roles of responsibility for the players who don't want to put in any effort. That's asinine game design, and always has been.
I wish I could go back in time and clear ARR, HW, and SB content without healers just to spite you people. Literally a non-issue.
There is no effort to refute your point because it has been refuted long time ago.
You say its because they are top players (despite this kind of clears because a common ocurrence) when the problem is that is mathematically possible when the tier is still at its peak power.
No matter how many top players you bring, you wont clear the dps check without dps or survive the tankbusters without a tank this early in the tier. The design demands for the unique traits of those roles but the same can't be said about healers.
This kind of clears show a fundamental disconnect between the healer design and the fight demands. Glaring issues to anyone who is willing to see them
To spite on what?
A coffin with already some dirt on it?
This post just show how a mess healing is in this game.
People can say whatever : *it"s just elite hardcore gamre that can do it*, * casual can't do it* etc... etc...
The simple fact that some free-healer party can do it is just plain wrong.
And when people say : healer player are bad.... yeah they never played actively healer then.
Because, seriously, all the dungeon/raid/trial that gone bad were mainly due to Tank fighting for the aggro or grouping boss + add together or don't swapping or just plainly tanking the boss in the middle and cleaving everyone..... DPS who prefere maximising their parse and standing in AOE, dismissing entire mechanics etc... etc...
And, we, healer, we are in the middle of this, trying yo keep everyone alive.... And when it doesn'y work we are the culprit.... "yeah it's the healers fault not us"
Stop BSing... The Healer role is in the pit because of SE, because of a part of the player that don't want to make an effort and never assume their shortcomings.
But, yeah.... Stay like this, stay on "it's the healer fault"... One day people will start wondering why almost no instance proc, why they must do everything with trust or getting caried unsync, why the skill level is so low that level 100 can't even do a basic mechanic (
Disclaimer : This post contains a lot of overexagered and over dramatic bait in purpose. But some are still within the realm of possibilities.
I’ve said it before and I’ll say it again
You can’t 0.1% your way out of the fact that nobody but tanks can survive tankbusters and you need DPS to clear on patch DPS checks
There is no 0.1’ing yourself out of that
Available Party Healing/Mitigates from the roles:
(I didn't watch the video..but i checked up the roles they had, and what they could bring)
PLD:
- Cover
- Divine Veil
- Clemency
- Intervention
- Passage of Arms
WAR:
- Shake It Off
(A lot of self-heals)
DNC:
- Shield Samba
- Curing Waltz
- Improvised (Improvised Finish)
SMN:
- Lux Solaris
- Rekindle
- Everlasting Flight
MNK:
-Earth's Reply
The change would be global and not only for savage or ultimate. The game has to answer if it wants to go the WoW route or not. FFXIV avoids putting responsibilities and requirements on players and is anti-parsing and anti-judging of players' performance.
They could copy some healing checks from ultimate into savage and call it a day too, but it won't solve any problems, just put log checks to any invite in PF and the need to use the convoluted ATC logging for everything so you have logs to prove someone's healing capabilities etc.
Both healers and tanks are void of bigger responsibilities. Tanks are hard to kill and can compensate for a weaker healer. Good healers can compensate for noob tank and so on. It works, but it's not something for competitive content or competitive WoW-style MMO.
People acting like this is proof that healer balance is bad. Guys, we already knew that.
I'll be a lot more concerned for the immediate state of game balance when this becomes the standard comp.
People can go on and on about how "easy" it would be to replicate this.
PF is constantly pushing new strats because it's "easy", but why are they not recruiting this comp?
Because taking healers is just easier for your average PF.
Changes need to happen, but as-is people are going to continue using the default comp. You're not seeing world racers run 4 tanks. You're not gonna see people tackling the next Ultimate with no healers during prog.
The case is also a lot different when not having the standard comp causes heavier RNG with mechanics that normally spawn on the missing roles.
I...I have the feeling this will backfire and somehow end up with the next tier of content having so much damage everywhere and unavoidable raidwide damage that will leave my SMN/Picto/BLM at 5% HP constantly if the healers are not spamming cures xD
So this thread asks for content to be tightened around healers being essential and I am just here thinking maybe be careful of what you wish for.
Be careful wishing for what? A fun and fulfilling gaming experience as a healer? I'll wish for that all day, every day.
We had this happen before with Ramuh Titan egi, and we still drink the kool aid that PF somehow won't try and figure it out when it is significantly faster and easier to do
Surely they will simply sit there and drool this time instead of recreate the Heavensward PF experience that they did before.
Also OP is based for making this thread for popcorn munching
Someone cleared all 200 floors of Palace of the dead as a conjurer. A CONJURER.
Just because something is possible, does not mean it's normal.
I don't think anyone is claiming that doing savage and ultimate without healers is going to become the new normal.
What people are saying is that it's bad design for the current high-end content to be possible to clear with one role of the trinity removed from the party.
The former is easy to argue against while the latter is impossible to argue against, so it seems like people tend to lump all arguments as the former so they can argue against ghosts.
Man, remember the SE that enforced the two tank meta by adding mechanics that required two tanks, because they were tired of us single tanking everything? Where's that design philosophy for healers, when you don't even need one healer?
No healers but 2 paladins, which is close enough.
If this situation was reversed and tank was the irrelevant role, both the forums and the dev team would lose sleep from ranting and rushing to fix the problem.
The fact is there's just no energy behind the healer problem from the dev team for whatever reason.
If you get both a good healer and a good tank then the healer role is diminished, but that will usually happen in good pre-made groups and randomly in DF. On average in DF this won't be the case and as the game has a wide range of accepted player behavior/performance it has to be that way. Inception.
Changing this would be rather severe across all of the content. Even increasing savage, ex, and ultimate healing requirements would trickle down to other content having overturned healers that in the end-game content would have to be pure heal bots which still could be perceived as "not fun" / #healerstrike.