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Originally Posted by
KisaiTenshi
What has happened over time is that the role of healer has been eroded over time, because players keep trying to green DPS with them. So with this many poorly performing healers, SE's response was to lower the healing requirements by buffing the tank's enmity control.
Remember how casting any group heal would rip the enmity off the tank? Remember when casting regen would rip the enmity off the tank? Remember when there were debuffs you had to cleanse instead of heal through? Remember the ill-designed Cleric Stance that made players rip your face off if you used it? All that went away with HW.
Healing before HW was "healers should heal, and not DPS" and anyone who did otherwise was playing poorly. Then by Stormblood, the healing requirements were nerfed to the point that you could quite literately sit out boss fights in story content if the DPS don't step in any bad. I've pointed this out on streams where I'd sit back and watch the NPC players do the entire fight. That should not be a thing. The NPC DPS players have perfect positioning because they are scripted to.
The pendulum has to swing back the other way, where monsters and bosses cast cleanable debuffs that last the entire fight if not removed. Where a combination of the tank mitigation and a group heal afterwords is required. There are enough ways to overheal 8-player content. One healer with shields and one healer with regen was always the preferable thing. Nobody is ever sitting there casting esuna, because anything that needs to be cleaned, doesn't exist. Only the Teratotaur in Qarn ever made Esuna required for a fight. We've never seen this mechanic since. Likewise the "sleep" spell, it was only "required" for Brayflox Longstop, and even then people just faceroll past this now.
Healers utility is basically next-to-worthless, and any casts we had for utility no longer exist anyway. Remember "Water", remember what Water was for? To push the mob back. Tanks got (rightfully) annoyed with it sending monsters all over the place. It was a very useful skill when playing solo storyline ARR content, but it was made all party content frustrating.
And then you have players who think that if you don't use every single skill, you're playing wrong. Which leads back to all of the above, where casters use skills that are either not needed, or should not be used in party content, and likewise skills that are kinda redundant for playing solo content. Healers could pretty much do all ARR content without Cleric Stance turned on, but it took 10x longer, and you had to use things like Sleep and Water to be able to actually defeat things. That's no longer a thing. If you turned cleric stance on, then your heals did pretty much nothing, so you'd just die frequently in solo content.
I don't want to return to a time where "Cleric Stance" made healer play frustrating because of the two factions of "healers must only heal" and "green DPS's that never heal", what we have is a compromise where players can choose to heal or DPS as much as they are comfortable doing. But this seems to just keep leading us to content with barely any critical healing components, which makes you wonder why you have so many healing kits.
Just don't add more DPS complexity to healers. If you want to play healer, play a healer. You get your one AOE, your one DOT, and your one single target attack. You need nothing else. Leave that complex DPS stuff on DPS. They gave us Sage because of the amount of people who want to green DPS.
1: The part in bold, please refer to 'literally any discussion in the healer forums from the past several years', this point has been debated and debunked again and again. If you want to play a healer to 'heal and only heal', Cataclysm Classic comes out in 4 days. It was also the expansion where players quit healing en masse due to how much healing it demanded, when it first came out, so it's not like we haven't got evidence of what happens when the pendulum swings too far in that direction
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- How do you expect us to heal more in harder content, where we're already having to spam Succor and Cure3 to handle healing at certain times for week 1 prog (Harrowing Hell Savage, the 11-hit Styx in Savage)? If the solution is 'heal more often' (eg by having raidwides happen more often), has the potency of skills been considered? EG, we can pump out 4000 potency a minute as WHM by just maintaining 100% uptime on Medica 2. How hard and how fast do we need to be hit to actually challenge our total accessible healing potency?
- If we are forced to heal more, has the increased MP cost per minute of our healing been factored in? If we have to use Medica and Cure2 more often (due to having not-enough Lilies to heal everything without damage loss), has their MP cost been factored in, or are we looking at going OOM without a massive amount of Piety added to our gear, or MP cost adjustments across the board?
- Would the 'increase in healing required' affect casual content like EX roulette? If so, has it been considered how it would affect lower-skilled players, and how many would no longer be able to keep up?
- If the 'increase in healing required' does NOT affect casual content, what is there to make that content more 'engaging' for a higher-skilled player? Or is the 'increase in healing required' solution only a solution to a certain difficulty of content? In which case, how does it 'solve' the problem, when it wouldn't be doing anything to the content that arguably needs 'a solution' the most?
- If people become more practiced at the new healing requirements, what stops them from reaching the current plateau, of 'I have X% of my time spare to DPS, so I'll just DPS during it'? If we go from 70% of our GCDs being damage related to... say, 50%, does that 'solve' the issue? If we are always going to have 'some time to deal damage', what ratio of 'GCDs spent on not-damage' to 'GCDs spent on damage' is the 'fix'? And is this 'fix' still forgiving enough to give time for recovery from mistakes, and forgiving enough to allow for less-skilled players to have breathing room (amount of breathing room dependent on content difficulty level)?
- Going forward, if we cannot have 'more damage buttons in rotation' because that is not our role (just ignore that tanks get new ones every expansion, despite it not being 'their role', I guess? Love double standards), what suggestions of 'new additions to the job' are there for later expansions? Is there any new 'thematic' ways to add new non-damage buttons to the healers that feel unique and novel? If a button adds a 'utility' (eg Expedient), how does said utility's effect balance 'feels good to use' with 'is not so strong that it makes the job mandatory for certain content'?
- Finally, would this 'increase to healing required' be going forward, or retroactively applied to all content? If the former, how will people adjust to a sudden increase of healing required when it has never been asked of them (compared to previous content of the same difficulty level)? If the latter, how much extra dev work has to be done to make sure that the jobs can clear old content, with the new adjusted kits, and the new healing required?
See how many additional problems arise from the seemingly simple ask of 'can we make healers have to heal more'?