See, even their (currently) one redeeming quality isn't even unique to them lol
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Never said it was? the point is that healers are so redundant that raising is the only thing they're "useful" for nowadays, and even that isn't exclusive to the role.
*edit* even if raising was exclusive to healers, it's a "just in case" button, not something that will inevitably happen all the time.
This post is several pages back now, but I wanted to point out that FFXI had a solo instance to break the level cap at lv 70 against the NPC Maat. This fight, the tactics used, and requirements to win changed based on the job you faced him with. This is not an argument against you, but rather an expression on how fight design in solo instances could be made to exemplify and distinguish the roles from each other. The dev team wouldn't even have to make the solo instances different for each job, but rather based on the role. They could do this if they really wanted to. This would have been fantastic when facing Zenos at the end of EW.
Now, this was present in the form of job specific questlines prior to ShB, and they went away from it in favor of role quests, but this happens only once per expansion. I am not saying the dev team has to do this for every solo instance in the game, but it would be nice to see it used more often like once per patch, or even every other patch as a show of good faith that they care about the longevity and integrity of the trinity. This would go a long way towards showing healers that they are valued.
Oh neat more Youtuber coverage: https://www.youtube.com/watch?v=E0w0gQjIFUY
And some written coverage too: https://www.thegamer.com/final-fanta...trail-changes/
Honestly, they could rather easily tune the story duties to be role specific by just making the incoming damage higher for healers/tanks so you actually have to use your abilities to survive.
At present though, doing them on healer/tank just feels more boring but faster because you have virtually no risk of death and less buttons to push but the boss has less HP and will likely die faster.
First, please understand that my English is that of a translator.
With the combination of instant skills that healers have and the abundance of skills that other professions have, it is unnatural to rate a healer who has sealed GCD recovery magic as superior. However, the result is correct.
Also, even if we consider the above direction, the offensive skills are too monotonous.
Also, although I would like to contribute as a healer by using GCD recovery magic a lot, the more healer-like things I do, the less excellent I am considered.
The reason for the dissatisfaction is probably that they are all half-baked.
Indeed, I think the recent idea that a healer who doesn't use a lot of GCD heals = a good healer is wrong for an RPG. *This game is not OW.
In ver 3.0, MP management and hate management were very severe and near perfect, but very difficult for the average solo player.
As a result of avoiding difficulty, 6.x became a game of well-timed skills with the same % cut at key points, rather than a series of difficult 10-minute battles.
1. fundamentally, the immediate recovery of skills is too high.
Furthermore, most bosses require little recovery in the intermediate time between the first gimmick and the next.
There are few factors that reduce recovery resources outside of the gimmick, resulting in a surplus of recovery skills that can be brought into the gimmick.
Since removing the HP barrier before use is problematic, it is desirable to add an element that reduces pure player HP itself, not including the additional barrier.
2. % damage reduction skills that non-healers have are too versatile and powerful.
However, as we can see from feints and addles, dividing the skills that each profession has into physical and magical barriers only creates an inflexible stress factor.
For example, suppose the only buffs that range occupations grant are HOT and enhanced HP barrier.
The composition can be replaced with the following: range occupations use buffs -> healers do their best with the help of range occupations.
Or replace the buffs that range professions have with simple, powerful skills that make PT members faster on their feet.
3. too many opportunities for tanks to heal themselves.
Having a recovery skill is not a bad thing, but it should not be something that can be completed by the tank alone.
4. there are too many patterns of using single shot total magic damage in the current environment.
There should be more intermittent attacks like Neo Exdeath Armagest, continuous attacks on the tank, and other jobs that can only be done by the healer as a whole.
How about incorporating a secondary element to certain attacks so that the PT as a whole has an advantage?
For example, zero knockback damage would allow players to keep hitting without moving.
Instead, there would be fewer barrier resources available for the next series of attacks, which would require GCD recovery magic.
Possibly my last post, Vive la Resistance!
Hello.
Of course, I support this. Playing a support, tank or healer, in this game is absolutely dreadful for me.
I find it pretty inspiring that even when so many of us have been shouted down, ignored, marginalized, there are still people, casual and hardcore who are willing to put aside their differences to push this forward and fight against the tide of apathy for this.
I will be honest. It has actually gotten to the point where if Yoshida says something, I am more inclined to disbelieve him. Remember during the 6.5 patch note readings where he said that "a large number of jobs will have new rotations in DT"? Sure, technically true. But, it was akin to saying the upcoming drizzle is going to be "quite the downpour."
My faith is nonexistent. How many years have some of these complaints gone unanswered or just handwaved by the "content creators" that are invited to Media Tours? How many times has Yoshida just not been aware of an issue that is obviously affecting a sizable chunk of players? That bitter taste in my mouth for CBU3 will probably always remain.
Gemina, I know I have butted heads with you in the past. But I have a legitimate suggestion. Recon's posts "A Summary of Healer Issues" is what I consider to be the outright definitive source for everything that is wrong. You can literally look at someone's poorly researched, kneejerk reaction to this thread, point them to a bullet point made in that thread years ago, and not have to debate any further. It's incredibly well-researched, and I consider it to be one of best posts made on this forum.
I propose that instead of linking to it, for more visibility for the inevitable eyes that will come across this post, it should be lifted from the healer board entirely and appended to the bottom of the post in an hb tag that can be opened by anyone who wants to read it. This will link this topic to that one instrinsically, and it means that if the post is being read by anyone, Recon's post WILL show, specifically to the JP people who come over here, and developers/community managers. That post should be the face of this, not bickering. It would look like this.
I know he isn't here anymore to advocate for this, but I think he would if he was. He was the only one to even get a Healer question answered in a Q&A years ago...
Thank you for doing this, everyone. Even from a jaded pessimist on his way out, I'm more happy about this than I am about DT being released in a few weeks.
They could definitely design instanced fights to be role-specific, they did it for the carriage ghosts in O5S.
For DPS, Zenos could mostly do avoidable damage but have a ton of HP and an enrage burn phase.
For tanks, Zenos could have tankbusters and if you mitigate them properly, he gets a vuln up.
For healers, Zenos could consume his own HP to boost his attacks and rarely use avoidable attacks, so you'd have to heal a lot.
But then again, that's probably extra effort that they don't want to spend.
Adding my name, though I've been on strike since 5.0, the first time CBU3 took a chainsaw to AST. I've not put a single XP into any of my healers since the launch of Shadowbringers.
this is probably the best response to everyone saying how if we posted reasonably and responsibly and did things "the right way" and put things in a better format... we wouldnt have to be so "silly"
that post was the most reasoned one I have seen, and it laid out examples, and options. 4 years ago.
four years.
this post started a thread, it wasnt buried 50 pages in to a thread. four years ago.
I think things have been tried the right way, the non silly way, many many times.
It feels like a lot of posts just went missing, guess the mods are following up on reports for the more... aggressive folk who were posting in here
Whole heartedly support this cause, count me in
Edit: it's pretty mental how people are against wanting a role to stop being so damn boring,
Which is unfortunate because it was such a good opportunity to utilize the trinity system and add some creativity to their solo instances. Plus, if players knew that the fight with Zenos was different depending on your role, that would incentivize and fuel NG+, which would buy them time between patches to keep players busy.
These dev team really needs to learn to capitalize on such opportunities. I get that there are deadlines, they have a limited staff and resources, among other constraints so I don't want to sound unforgiving. But I also have to continue to hold them to their promise of providing a fulfilling and enjoyable experience for the playerbase.
I enjoy my WHM I have enough characters who main it. I'll be focusing on story when xpac hits leveling WHM and RDM and personally I like to use Trusts when doing story dungeons. The real work for me will start when i have to do raids and begin the gearing process.
I think more then anything I just want healing to be less of a flowchart with more randomly distributed damage/dispellable debuffs you have to actually react to instead of just seeing the mechanic/cast bar, popping your cooldowns, then calling it a day.
Making boss auto-attacks non-trivial and consistently active during mechanics would also further put stress on both the healer and tank alike. There's just way too many breaks where you're at the leisure to top everyone off and/or pre-shield before the next instance of damage occurs.
I feel that, as far as the DPS role is concerned, what makes any given job within it interesting is the HOW they arrive at the damage number. I feel like with healers, there's an added layer, where what is interesting has to come from both the HOW damage is healed, and WHAT TYPE of damage you're dealing with. Only way for the devs to make healing truly interesting, from my perspective at least, would require and upending/overhaul of how damage is dealt/received in this game... And I think that's most likely why they'll never do it. It is a fundamental change which would require a ridiculous amount of content retuning and outright restructuring in a good number of cases.
I think it's pretty sad that a lot of the arguments made towards "fixing" healers have to do with adding damage options. It really drives the point that roles in this game are, at their root "DPS + [something else]." At the same time, I can't outright dismiss said arguments because with the way things currently work, they're entirely logical considerations to make. It's in the line of thought that goes "healing is boring, so GIVE THEM MORE STUFF TO DO" and that [STUFF] could just well be more buttons with which to deal damage.
In regards on the BLM changes, there are A LOT of discussion going on over on JP forum, no need to worry about that at least
As for the subject of wanting more dps buttons or a more engaging dps rotation in general on healers, I feel that it is a shame that many of the EN players whom have been posting on JP forum seems to be looking for a way complex rotation for healers and not considering a middle ground, while also without bringing up any actual specific suggestions, which makes it hard to have a good discussion on those subjects.
One important thing to note for whom going over is that, translator only does direct translation, please be aware that players on JP forum usually communicate in a more polite manner.
It stems from how much more difficult and unrealistic it is to transform the environment for healing into one that allows healer gameplay to thrive in all types of environments while still having basically no real attack options. Because you need healing to take the spotlight for most of the entire fight, which is so drastically unlike how FFXIV is that we'd basically be changing the game entirely. And given how much they want to keep the game very easy for anyone to get through at least the MSQ and other story related forms of content, it just doesn't seem possible to make healers shine on their healing and nothing else. Because even if we can accomplish such a monumental shift to make the healing the star of the show almost always, what do we do about the 10 years of content we already have that doesn't accomplish that?
A part of the reason why DPS tools are discussed is because having a more dynamic set of attacks to cycle through ensures that no matter how easy the content gets, there's always something for you to interact with rather than be stuck glaring things to death for such long periods of time.
I would say more dispellable debuffs would be nice, especially stuff like Pallas Athena and T.G. Cid's Crush helm, where you have to time the dispel for maximum effect. The increased use of bleeds and poisons making basic regen more useful was also pretty nice in the 2nd raid tier this expac.
As for randomly distributed damage, as long as it didn't feel like arbitrary damage for the sake of busy work, I guess it would work.
I am aware of the fundamental change it would require, and that's precisely why I lamented that.
I understand that giving healers more damage options is the more logical, accessible way of dealing with this, but at the end of the day, it's... just not healing, so ultimately it will never sit quite right with me.
I don't think the "strike" really accomplishes anything except unnecessary drama.
Yes, Stormblood was a dream for me. As a tank and healer, i always got in instantly everywhere. But we also have the option of going in with an ai, and even if the content takes longer, people still get in and can play normally.
i have 4 healers and tanks that i can level up. Since i don't play DDs, the 2 new jobs don't bother me and i don't know why anyone should be worried about this supposed "strike".
Do harder content.
The vast majority of you are calling healing in this game easy because you're comparing it to tanks and DPS in content where enrages don't exist for the DPS to fail and tanks have to go out of their way to die. Yes, healing is boring when you don't have to think. You don't get to practice doing difficult content in alliance raids the way DPS do because your difficulty comes from the content
So let's talk about each of the points in your manifesto:
Self-sustain and healing abilities given to other roles:
- The basic personal healing abilities are necessary to make DPS and tank roles function at all in solo content
- Yes, Warrior does a very good job replacing the role of a healer in basic dungeons because it's designed to be casual content. Instead of complaining that Warrior can do it, try getting three friends who want to DPS and being the healer for them
- RDM and SMN having raise has been a contentious topic for as long as we can remember. I won't address it here
Over simplified DPS rotation:
- In general, we don't get to have a complex DPS rotation on healers because the complexity comes from healing. You are encouraged to optimize your healing to increase your damage. If you can get away with only ever using those oGCDs mentioned later, you have optimized well, and you are rewarded just like a Ninja who pulls off the perfect burst window
- Astrologian's DPS complexity is on par with that of some of the most difficult DPS classes because of the impact of cards and the decision-making that comes from randomness
- White Mage benefits from optimizing lily usage, and getting the perfect timing to use rapture as a cure, a burst movement, a double oGCD window, and an effective mana regen is a very rewarding feeling
All of these classes have much higher complexity scaling as your content gets harder, so do harder content
Homogenization of healer jobs:
- White Mage is still the best at pure healing, and yes, it matters in harder content
- Astrologian played optimally makes you feel like a setup god. Getting to plan something in advance by 20 seconds just to watch everyone's HP bars immediately refill to full is wonderful. And yes, I miss Nocturnal Sect. If you wanted a strike to get that back, I'd be there.
- Scholar has the best shielding bar none, and that shielding is something necessary to pull of very unique strategies in harder content, often letting you cheese huge amounts of LB meter or ignore mechanics altogether. UWU LB cheese is beautiful. e10s Updog is adorable. Any time you see one of those mechanics that sets everyone's HP to 1, spam out a couple succors for huge LB generation
- I don't play Sage, but people seem to like it
Excessive oGCD heals:
- I just disagree. These are important for making DPS enjoyable as mentioned above
Lack of threat level in nearly all forms of content
- Do harder content
I think that's why I'm pushing to have the entire text placed into the subfield below the opening post. I can only hope that I can catch Gemina at some point to see what they think about what I said. Something I noticed from JP is anger that we are not proposing solutions to the problem, when we really have proposed serious solutions to problems. But after awhile, you get tired of trying of being an armchair game designer, especially when the developers are as silent as they are for the support role. Like I said earlier, I think putting the entire post in hb tags would alleviate this complaint significantly, as Recon does propose many fixes for our current problems within the post, while explaining why it has come to this point. I really want it to have maximum visibility, that news article I read only mentioned the first few posts, and I fear context will be lost without it being shoved in people's faces. HB tags are really useful for stuff like that.
I'm not going to base my entire enjoyment of a battle system on the encounters. Job design lasts for multiple years of an expansion for it's players, while encounters are progged, farmed, and killed within weeks, if not days. If we have a failed fight, or god forbid, a failure of a tier, that's too much at risk for combat enjoyment. Square Enix has gone out of their way in harder content to increase the amount of things that will instantly wipe the entire party when even a single thing goes wrong, leading to healers and to a lesser extent, tanks, being unable to salvage or learn how to crisis manage as the party is instantly vaporized. As long as supports are disproportionally affected compared to DPS by the fact that learning the game and playing competently actively makes it less fun, we will never escape from this mess. If the job isn't inherently fun without being propped up superficially by encounter complexity, the design is flawed. We had this in Stormblood, it's not unheard of even in this game.
I have also been considering what I can do after DT's release, and I was thinking about booting up my recording software again and recording some dungeon runs. In Shadowbringers, I was getting a bit tilted that people were dumping on DRK sustain during boss fights, when someone said it couldn't solo a boss from 10% if everyone died. So I recorded gameplay of myself on Quezalcoatl, killing it solo, from 100% to 0%, without the need of healers or DPS, mainly to prove a point about hyperbole. I know that's a minor thing, but I was thinking, with DRK now having a fixed LD and Excog on Shadowed Vigil, perhaps I can do something similar. Take the tank with the "worst sustain" through every DT dungeon at launch with 1T3DPS, so it can be proven that it isn't just WAR being broken. The fundamental foundations of the content just makes healers irrelevant. I'm not good at the game, I'm a washed up ex-raider, but maybe a playlist of videos like this a little after launch would be useful to someone.
Why should a job only be semi tolerable in the hardest content in the game, only about 30% of people attempt savage, why is the healer role just “not for those people”
As for all of your savage points they continue to whittle down the difficulty and the optimisation of these every single expansion leaving us nothing to do.
WHM IS UNMATCHED IN PURE HEALING- yeah but where do you even use it, WHM is last in useful throughput healing, even SCH is near twice as strong as it
AST IS EQUAL TO THE MOST COMPLEX DPS- yeah that’s why they are ripping all its complexity out
USING A LILY AS ALL THREE THINGS IS AMAZING- yeah when we didn’t have weave windows on glare and didn’t generate them faster than we could ever realistically spend them
SPAMMING GLARE MORE HECAUSE YOU OPTIMISED YOUR GCD HEALING AWAY IS LIKE A NIN DOING ITS BURST WINDOW PERFECTLY- no it’s not because my reward is more glare spam
The classes aren’t fun in casual content and all our avenues to optimise in savage are getting whittled away, why does SCH need more recitations, why does it need a WHM mode.
Nothing makes sense in the design of healers
Done Ultimates as a healer. There is no 'harder content' I can try, so don't try that line. Tying the difficulty entirely to the content means that jobs are 'boring' in lower level content that we're still 'required' to do. For example, I'm relatively attuned to the amount of damage a Savage fight does Week 1. As such, an EX roulette isn't going to threaten me or my party. But I still have to do the EX roulette to cap my tomes. I and others are simply asking for the jobs to have more optional complexity, such that if the content falls flat, the Job is fun enough on its own to 'carry' the bland encounter. As it stands right now, if the fight sucks (eg P6S, P7S, most of P11S), the job can't carry it. P7S was awful to prog because it was 6 minutes of absolutely sod all, then suddenly Inviolate Purgation throws 4 debuffs on everyone and you all die. Now do 6 minutes of sod all again, to try and practice more of the debuff vomit mechanic. And as a healer, that's 6 minutes of 'press Broil/Glare/Dosis/the other one'. Having an extra DOT to juggle isn't going to suddenly break the healer role, we had it before in SB. Potencies can be balanced to make any gain from this complexity 'so low that it's effectively optional'. I've previously posted maths that shows ways for these 'optional complexity' methods to be less than a single filler spell worth of potency gained, per minute. We can drop so many GCDs already as a healer and still clear, my first clear of P11S had me using 32 Succors IIRC.
It could equally be argued that Tanks should have a one-button-spam fiesta rotation, 'because the complexity comes from mitigating damage'. Have all of the mitigation tools have bonus effects when timed correctly, as with the 25s CDs. After all, it's not the Tank's role to deal damage, that's the DPS's role. Healers are somehow unique in the disdain the developers show for the role, and it needs to change
I've always been a healer who favors needing to heal over needing to do damage. Obviously, current requirements are so low that it is a moot argument at this point. However, even with increased healing requirements, I have come to realize that such a simplistic healer rotation is too far at this end of the extreme. They need something more. It needs to be on the GCD, and not locked behind other abilities with long CDs.
There are many mechanics that could be taken from the Bozja critical engagements. The Hunt for Red Choctober being one of them. Even dungeon bosses should be allowed to be capable of winning. Right now this is a ridiculously rare occurrence, and almost requires players to make an effort to actually lose. There are multiple reasons why this is the case. Many of which emphasize the current issues with our healers feeling needless in duties. Another issue is the long trek that is required to get back to a boss that defeats the party. The shortcut/check point should be located just outside the boss's quarters. This would go a long way to making wipes not be so bad.
Encounters don't have to be TOP level of difficulty to warrant a healer either. They just have to be innovative enough to place mechanics that warrant a healer's attention. Giving bosses Zeromus' Abyssal Nox mechanic is a perfect example of something they could do.