Had a run through the 91 dungeon just now with a gunbreaker tank. Healer died half way through second and third boss, no rez, still did not matter. Took a couple vuln stacks even and wasn't close.
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Had a run through the 91 dungeon just now with a gunbreaker tank. Healer died half way through second and third boss, no rez, still did not matter. Took a couple vuln stacks even and wasn't close.
What job is there for me who wants a modest set of DPS actions and wants to heal as a magic job? Because what I've been parroting over and over is I would like healers to have a range of depth, from one more simple to one more complex, that way as many people as possible have something that appeals to them rather than all 4 largely appealing to the same subset of people.
FFXIV may say it wants to be inclusive for all players, but it has been very exclusive for players like me and others who have fueled this thread. It has actively pushed me away from the game even when there was a job that was exactly what I was looking for, and now added a healer who's identity is associated with the playstyle I want even when it fails to deliver upon that.
Yes. https://media1.tenor.com/m/XpRVuVoWi5YAAAAC/haha.gif
In other news, I just played through the first two dungeons and the first trial, and this is the most fun I've had playing in general and as a healer since stormblood. 8/10 will continue having fun. Though sage not being able to double dot is lame
Truly there must be some revolutionary hidden piece of gameplay hidden in DT. Why are you suddenly having fun ? Don't tell me you push 1111 faster. The dungeons and music may be nice, people may suck big time, but that has nothing to do with healer gameplay, it's the same old brainless spam. Surely you can comprehend it.
And my dude, if you want to shit on a strike, I hope things go as swimmingly as possible for you (and seemingly, preferrably on very straight rails), and that you don't encounter much resistance, because oh boy that's pathetic and immature...
It says a lot about a person's character that seeing others unhappy brings them joy. Hope that's not how you treat your friends and family.
Only reason I'm enjoying doing content in DT is because every DPS is a Picto or Viper and is constantly dying. I'm actually spending more time healing than DPSing. Once people learn the new jobs I'm gonna be sad.
My friend and I went thru these as well. He's a SMN main but swapped to SCH just to get thru the story and he said he stopped bothering to Heal in both dungeons. The 1st dungeon didn't do enough damage to proc his Excog with a random GNB as the Tank and the 2nd Dungeon was WAR so that went as expected. For the trial, it's only reasonably fun for now because people don't know the mechanics but most of the mechanics aren't that hard to understand and dodge, so I expect it to be just as dull as any other trial as more people run it and get familiar with it.
"Self-sustain and healing abilities given to other roles. The choice/direction to give such abilities to roles outside of healer encroaches on the role."
This point vaguely treats every self-sustain/self-heal as if they're on par with Warriors. They're not.
Dark Knight (Pre-DT) had only two true self-healing abilities. One was tied to Living Dead and its five-minute cooldown. The other, Abyssal Drain, is a 60 second cooldown, which is long as hell compared to Warrior's Bloodwhetting/Nascent Flash. It's common knowledge that DRK has the lowest self-sustain of the tanks. It shouldn't be treated as having the same situation as Warrior.
Second Wind for Melee/Phys. Ranged can only be used every 120s. How is an emergency heal with a two minutes cooldown "encroaching" on a Cure or Benefic? It's not nearly as consistent or reliable as a true heal.
A better manifesto would acknowledge these kinds of crucial differences and analyze/reflect on them separately. Instead, it delivers a weak stance of "all non-healer self-sustain is bad, actually".
"Over simplified DPS rotation. Every job in FFXIV has a 'filler GCD' skill that they press when there are no other requirements. No role in the game pushes this skill more than healer. Not by a long shot. Our offensive capability should still feel dynamic and rewarding. Yes, we are healers, but we are also casters"
The problem here isn't really in the desire, but rather the lack of cohesive and developed vision of what certain healers want to see.
Do they want longer combos? How long? How complex?
Should there be more buttons? Should Glare/Malefic/Broil/Dosis change into different attacks as you use them, like how several of Pictomancer's casts do?
Could more abilities do both damage and healing, like how Assize and Earthly Star do? Or are those part of what's being criticized?
And will that added DPS require overall readjustment of damage/healing outputs on the jobs? After all, if they do too much DPS, it will shorten encounter time and decrease threat level, which is what the manifesto later claims it doesn't want.
These are all factors that need to be considered. But the manifesto fails to do that. Instead of one or a few cohesive ideas developed by the entire group, this thread throws around random ideas that are hard to follow and even contradict each other at times.
"Excessive oGCD heals. These are not only abundant, but exceptionally powerful. This in addition to self-sustain on other roles reduces the dynamic of healing comrades."
Again, this point's issue isn't the idea itself, but the lack of convincing argument about what changing oGCDs will impact. It needs to address potential consequences of such significant changes and a more detailed concept of re-balancing.
Do you want those abilities removed? Or just nerfed or reworked?
How will that impact the MP usage of each healer if they're no relying more on normal GCD heals? And considering the manifesto's request for more DPS, would the removal/nerfing of oGCDs potentially lead to excessive MP drain?
"Lack of engaging content outside the most difficult duties (Savage/Ultimate). i.e. the threat level is too low."
This is where the manifesto feels contradictory. It spent several points claiming healers want more DPS and less heals, only to end by saying they want to heal more and for things to hit harder.
If the threat level and damage is vastly increased, won't the oGCDs you were demanding to be rid of be more necessary?
And if the damage output is increased and the bosses more punishing, how does that impact the ability to balance healing through that damage with the potentially longer/more complicated DPS rotation that was asked for earlier?
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All of this is what I mean when I say the manifesto feels too vague to me. Sure, it's making demands and listing complaints, but offers no deeper analysis or argument that would help convince people of the apparent cause. It repeatedly lumps together abilities that aren't similar at all, demands reworks and redesigns without addressing the consequences of such changes, and fails to provide detailed examples of how the changes they want would work for the better.