Out of curiosity, since even poking on Aether I'm hearing people enjoy healing at high-end, yet on the other side I hear people hate their class design when there is nothing to heal.
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Out of curiosity, since even poking on Aether I'm hearing people enjoy healing at high-end, yet on the other side I hear people hate their class design when there is nothing to heal.
Those two ideas can coexist, as healing when its hectic, in more engaging content (since your kit is bloated with a ton of strong healing atm), is a very different situation than slower or less hectic content where it isnt needed (leaving you with very few options now that your bloated healing kit is useless)
As-is i think the healing kits are strong and redundant enough to float another two/three expansions without changing, while there is absolutely nothing to spend downtime on right now (since sch lost its dot plate-spinning, and ast lost all card interaction/planning and buff modulation whatsoever)
Define high end?
Savage prog is generally the best time to be a healer, outside of the occasional stinker (The likes of E8S), it's generally a good time regardless of team.
IMHO actual high end teams (Aka those that will spreadsheet out a healing plan) quickly become monotonous once you're on farm unless you're specifically into that and get more enjoyment from chasing logs as opposed to the actual healing itself.
Personally I've not really found Ultimates enjoyable to heal at all once the novelty wore off. Spreadsheeting isn't optional anymore. It's a test of your ability to execute a plan precisely and consistently.
Healing Savage with a more casual group or PF can be more enjoyable if you can tolerate the suffering though. Unlike a hardcore group or Ultimate there's a little room to react, carry and actually feel like you're making a difference.
IMHO where the wheels really fall off XIV's healing is when you've performed at a Savage/Ultimate level and then step back down to casual content. It makes you realise just how sparse, dead and lifeless the role actually is.
All of the reason because people can never be happy and whine about everything , remember stormblood ast? Imo the best ast ever that requires very strategic play of the cards + managing combust 1 and 2 when se didnt bunch it into one? Tiny Tim and Jimmy and everyone whine that ast was too hard and did too much or entitled raiders wanted only(balance card) hence se like you know what lets just dumb it down to a waste of time.
I'm pretty indifferent to it when you consider that the only apparent alternative left is strict rotations and budgeting cooldowns to prep for burst windows. If I wanted to play a job with even more responsibilities in that direction, I have a bunch to choose from.
Now if they give us designs involving heal-nuke interaction, or MP management, or teamplay buffs that require gamestate knowledge, or anything that's a departure from where all DPS kits are currently heading, I'd take a keen interest.
Different people.
It's like how there were tons of people saying they hated Eureka and Bozja when they were here, and there are now tons of people hating that we don't have them. They're not the same people.
Tons of people enjoy healing right now, even high-end, and even when it's not hectic/prog/people are dying all the time. While there's this overall attempt by people who don't like it to suggest/imply/hyperbolically overstate their position and insist that no one likes it, that's true of almost nothing in life. There are always some people who like even the most hated things. And there are things far more universally hated.
There's also a third group of people, those who don't exactly LIKE it, but don't like damage dealing and are worried it would be worse if changed (since change would likely mean "more damage actions/rotation", which they'd find less fun), so they support the current situation since they'd like the alternative less.
And then there's the group of people that don't care and are fine either way, who are also content and/or happy with right now since they're happy regardless.
.
But yeah, a lot of people like it.
I honestly like it.
Except AST. I hate AST. I hate oGCD ultra-power-weaving-carpel-tunnel nonsense. But I like WHM, SCH, and SGE right now.
My opinion of the 1 button idea is that it initially feels good but ultimately ends up hollow
It feels good to get to the point where you understand why oGCD’s are so powerful and you can juggle your oGCD’s with your damage spells and you start having 100% uptime on fights, you feel powerful and you feel skilled
But then after being at that point for a little bit you kinda realise that that is sort of it for healers, there is nowhere to go from there and that’s really when it starts to feel hollow
The only one time I heard somebody within my social circle that ‘compliments’ 1 button rotation is from this one WHM player that recently got into Ultimates and got their TEA & DSR clears. They said because it lets them focus on mechanics more compared to other jobs (or non WHM healer) who has that deeper depth of nuance to play effectively.
They never extend the same sentiment to any easier content however, so that’s up in the air.
There are other instances where I’m hearing these positives of a 1 button spam from other players. However in spirit, they are rarely 'because 1 button spam is fun’. It’s almost always ‘because I don’t need to focus while dpsing’ or ‘I can focus on mechanic’.
Sounds familiar?
Hiya, entitled raider healer main from Entropy here (Hardcore FC with many world firsts).
I'll tell you what the actual culprit of the balance meta was: It was SE needlessly changing Balance (And bole) to 20%, case in point, notice my shift in opinion between above circa 2019 and below which was just before patch 3.4:
AST was 'fine' by 3.2-3.3, it just needed adjustments to get Noct to be competitive with SCH ( https://forum.square-enix.com/ffxiv/...=1#post3857974 ) and people to finally get over how much of a dumpster fire it was previously in 3.0.
Instead SE pulled the pin and wildly overtuned balance. Even Bole was a bonafide DPS gain in the right situation. 20% was absolute madness. It's no wonder people stuck to it like moths around a lamp.
I actually enjoy the current AST :)
- Yes the mayority of the content ingame lacks damage.
But with the right amount of new players.. you can make the most dmg lacking fights feel alive.
Playing w random and new players is a must if you want be healer in (normal)casual content.
Because they will give you heal content :P