Are those new healing requirements in the same room with us right now?
Are those new healing requirements in the same room with us right now?
Been wondering this myself lol. Was so disappointed going back into expert roulette and it’s literally just ‘slap Excogitation on tank’ (which doesn’t even go off half the time because tank sustain is so OP), ‘spam Art of War’, repeat.
Mobs still hit like wet noodles and most tanks I meet don’t even bother to avoid their AoEs. Bosses have tank busters but they literally don’t move the tank’s HP bar. Not that it matters when Recitation’s cool-down is so short that with Recitation+Emergency Tactics+Adloquium you can heal the ailing more easily than Jesus Christ himself did. Use Seraphism and you literally become him! You’ll tank your MP but the healing is so absurdly powerful your party becomes practically unable to die.
If there’s a first-timer there’s a slight chance they may die to one of the boss mechanics, but even then it’s both rare and the risk disappears immediately if there aren’t any first-timers. Outside of cheap mechanics like Leonogg (perfectly weaving yourself between the dolls just for one to yeet itself at you from 400 miles away) I don’t see many people actually dying, and when they do get hit you can literally just Lustrate and they’re back to near full health.
They’ve attempted to make things more ‘risky’ by having like 1 random in Tender Valley that does a cleave AoE, but the damage is so low you can easily just put up like 1 regen and the party is fine. 2 if you want to play it safe lol.
The expert dungeons give the illusion of ‘more difficulty/damage/challenge’ but in reality they’re practically identical to Endwalker dungeons
The healing requirements are objectively higher. There are times where you have to GCD heal them, at least prior to being bis gear. THe way they deal damage is genreally higher as well, even with trash mobs spamming back-to-back aoes. Whens the last time THAT happened in a dungeon? Any dungeon is easy if you gcd heal also. Try not GCD's healing any time combat is taking place and the healing is more enjoyable.
Is it hard? no, nobody is saying that. (well maybe some players that struggle with difficulty) but is the incoming damage higher? unquestionably so.
editL this is in regards to dungeons. Anyone claiming EX1 doesn't have higher healing requirements is being dishonest. Go watch a healing pov of EW ex1 or ex2 and then go watch Dawntrail EX1. It's a pretty stark difference.
EX2 is more of a mechanically challenging encounter, but it would've been nice if the spammable line aoe did more damage (it's pretty easy to solo heal as astro, sage, and sch at least) and if it happened more than twice in a fight. DPS skips the second time anyways.
Don't need healing when you die in two hits!
Don't consider myself a particularly optimal player, but on one of the two level 100 expert dungeons my party's healer died at around 80% of final boss' hp. Myself a Gunbreaker, both DPS were Monks. Boss was dealing so little direct: I was never in threat of death as long as I didn't eat vulns for the lols. Could afford to heal the two Monks instead of myself, subsisting off just mitigations and 1-2-3 combo heals.
The tanks did not need further mitigation buffs and healing as part of their level 91-100 gains. Tbh, unless Yoshi has big plans for difficulty spikes... think it's high time they start walking back on how much healing certain non-healers have. I get it for Red Mage and Paladin on a thematic level... but then there's Gunbreaker and Warrior.
I mean the healing may not be super insane or anything, but just as a dps even I have noticed there is more damage going around than before.
I run dungeon duty finder and I found a lot of healing needed - but people mostly don’t know mechanics yet and get hit a lot. Also if you get hit by a mechanic and then a raidwide at the same time, or two mechanics in quick succession, it’s usually enough to outright kill lower geared healers and dps resulting in more rezzing.
Seems it will be business as usual the more people gear and learn.
There really isn't that much increased healing in dungeons. The unavoidable party-wide attacks from bosses are still far enough apart that the ogcd's will be back up every time to negate them. Sure, failing mechanics is more punishing and will likely 2-shot a dps, but that's more of a skill issue on their part than a general increase in healing requirements. The only 2 moments in the dungeons that actually demanded any healing were the trash pulls with the cubes that constantly pulsed aoe damage and the dolls that slammed the ground when they were low HP.
Numerically? Sure. The dungeons hit a little harder. But they don't actually hit faster, so you're still doing the same "Top off, go back to DPS" that we always were. The trials are a bit of an improvement. I was a huge fan of them putting a DoT on the party in the first one, and the DPS/Heal check transition was actually a bit of a treat.
This expansion gets a C- for fight design. Because the Dungeons get a D with the harder hits, but still no actual change in healing patterns, and the Trials get a B-. There's still MUCH room for improvement.
There is undeniably more healing/mitigation requirements. Take those two rhino mobs that jump on your boat in the 91 dungeon. They're dealing nearly 20k in combined autos every few seconds. Even Warrior can't keep up with that damage without rocking proper CDs. Likewise, the Cyclops in the 99 dungeon absolutely shred your HP.
Unfortunately, our kits are so bloated it's not nearly as impactful as it should be. In my above example, all it told me is I actually have to press Vengeance on those two particular mob packs instead of rocking Bloodwhetting and little else. That same logic applies to healers. I might throw out an extra Kera or Druo but I was already overcapping on charges to begin with. So it doesn't affect my gameplay all that much.
Every start of a new expansion we have this song and dance. Some players forget how item level works and jump to the conclusion enemies are hitting harder. Give it until 7.1 for everyone to notice that no, nothing changed.
I guess I don't know what people expect then. This is the MSQ, it's the absolute most casual content in the game. If you're honestly expecting to be max geared at the end of an expansion and have the first MSQ dungeon of the expansion provide any sort of challenge you need to re-evaluate what content you're playing.
It depends on who is in the party with you.
I was in a party last night that required a lot of healing. The healer was ignoring that fact in favor of their DPS spam so we wiped multiple times that would have been completely avoided if the healer had worried more about their healing than their damage.
Skill of the party does make a difference and you never know who you'll get paired with when queueing.
Myself (Healer) and DPS being 2 shot is increased healing. Yes it's partially a skill issue, but in the past people could miss a mechanic or two and still survive a second or even a third hit. Now if someone misses a mechanic I'm pressured to heal a large amount of HP before they are hit again.
Meanwhile in old content last night for "high level" roulette, no one remembered a mechanic in a level 80 dungeon and it did only like 15% of our hp, which we all laughed at after no one remembered what to do. It's a big difference to keep people alive that are hit by something in DT.
So yes, in a perfect world correctly doing mechanics then and doing them now is 0% damage for a lot of mechanics. But when people are hit, it's noticable now and I have to react a lot sooner, because movement mechanics are a lot more frequent and the RW themselves do more damage than before. I can't just finish 5 glares before acting now.
things hits harder, you need to be more on the Toes as a healer now compared to previous 2-3 expansions