Commendations should be more rewarding imo.
So tanks and healers would get a reward for playing harder.


The healing and mechanics are tricky but most can manage them after some practice, so not super stressful. The straw that broke the camel's back for me was the fact that I had to do high dps on top of all of that and still maintain perfect timings and keeping everybody alive.
It was just too much... too much stress, too much frustration, too much to do. I don't know if I would do it again, even if I was paid a full time salary. That is what it became, a job, not a game, it wasn't fun, it was a pain! The moment I walked away from it I was like... omg... I feel so much better, I'm never doing that again.
If they add a "100% pure" healer, then I'd consider it again but that job would have to have 0% DPS, just focus only on healing. I have played a healer for 17 years and loved it, but in this game, healers are NOT healers. They are DPS with a raid utility of healing... so in the end, your all DPS, even if the color of the icon isn't red.
Last edited by Hyperia; 01-07-2018 at 02:28 AM. Reason: Character limit




Literally nothing you've said here doesn't apply to both tanks and healers. In fact, interactive mechanics and call outs typically default to the aforementioned two because sacrificing their DPS is far more beneficial than taking an actual damage dealer off the boss for any length of time. It's why only healers take Animal Farm first in V3S and why the uptime strat became more or less ubiquitous in Neo. DPS forced into a tank role due to deaths is less by choice and simply who has higher aggro. For example, I am very aggressive with Elusive Jump. If the tank dies, it's far more likely a healer will pick up aggro than me simply due to how Elusive works.
What damage meters provide is context. Whenever a 24 man goes awry, I'll often see DPS whining about damage or healing yet lo' and behold, they are among the lowest in DPS. Furthermore, I firmly believe many people don't realize they are underperforming because this game does a piss poor job relaying that sort of information. These are the people who would benefit most since they're far more inclined to improve, especially since the positive reinforcement of seeing their damage shoot from say 3,500 to 4,500 will only encourage them.
I want an in-game parser because it would be convenient. What? Did you think it was because I want people to become better players? That's their job. At least I'm honest about why I want an in-game parser. I ain't here to preach, lol.





#6 is incorrect if followed by #5 and #3.
I've seen you post this same story before and it just doesn't make sense. Logically sound groups don't expect their healers to do high DPS if the tanks and DPS are making mistakes and needing extra heals or dying all over the place.
Any static group that would expect a healer to do high percentile DPS in progression omega when their team is failing mechanics and needing extra healing or raises is simply asking for way too much and they likely don't realize that healer DPS suffers the more they screw up and need extra healing or raises.
Healer DPS is highly reliant on the efficiency of the rest of the group and not only on the healer themselves. You need tanks to know the best cooldowns for each situation to lessen healing required and not get one shot and need raising, you need your cohealer to know how much they need to contribute along with your contribution to satisfactorily heal the incoming damage with 1-2 GCD/oGCD each so that you both can go back to DPSing, you need the DPS to do the mechanics properly to avoid extra healing needed and the whole team needs to avoid deaths.
I would say, based on what you've said at least, you had a group that simply expected their healer to carry too much of the mistakes being made if you were told your DPS wasn't high enough in runs where your team is making a large amount of mistakes.
Last edited by Miste; 01-07-2018 at 03:58 AM.
Player




Took the words out of my mouth really, I wanted to make a similar reply earlier but 'meh'd out of it halfway through.
I'm sorry, but if my group expected me to have truly high DPS (And no, maintaining dots isn't high DPS) but couldn't stay alive themselves then they need to get their own house in order before they start throwing stones at mine. Frankly, I'm more inclined to suspect that it's pressure that you're putting on yourself through every 'sigh' and 'groan' that comes through TS/Discord when a tank dies or such even if there's nothing beyond short lived frustration behind it. So many healers are guilty of this (myself included) and learning to deal with it and shrug it off is the single most important thing you can do if you want to keep your motivation going.
If this really is the case and your leader is making those kind of demands, then dialogue is needed within the group. Simply put, either the DPS need to become consistent and reliable or the healers need to be allowed to play more cautiously. I will say though, having 2 nervous healers isn't such a good thing for optimisation or early progression when raidwide DPS is at a premium. I'd fully appreciate that raiding alongside a clone of myself would be immensely inefficient and as such have always looked for co-healers that are happier to keep plugging away and trust that I can salvage things, if I'm alongside another 'healy' healer that's not likely to adapt, I do my best to put my faith in them until they ask otherwise. This is the more likely sticking point if you really did have issues within the group.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~




So even though the thread is specifically targeting DPS players, I have to make my posts more verbose than they already are to avoid insinuating that similar/same requirements aren't required of healers and tanks? Apparently even in a thread talking about instances, I need to go above and beyond for the sake of argument. Ok, fine. I will do so going forward.
Really? Then why are healers and tanks being called out in savage raids and EX trials for low deeps? That pretty much takes the wind right out of your argument. Do you not see how this contributes to the problem the OP speaks of? Did you not see the other poster who listed a healer's requirements for savage raiding, stating that it was too much? Field interactions weren't even on her list, and yet we are expected to do this too. All because nothing is more important than your precious deeps, even if that means making tanks and healers work harder. It's comments like this that help me understand where the OP is coming from. I won't make any comparisons of which role has it more difficult, but it is quite clear that DPS have the fewest expectations in pretty much all content.
And what does that said context provide? Is it entirely beneficial? Can it be abused? You can't answer yes to first question, if the answer to the second is also yes.
The 24-man failed, simple as that. You go in as a group. You fail/succeed as a group. All I see is you want to find the weakest link, and your intention of doing so can be good or bad. You've already mentioned how to do so without a damage meter: It's the loudest player in the group, pointing fingers at everyone except himself. If he/she was in one of my groups, they would be the first I would recommend gets booted. No fflogs given. Don't get me wrong, I am not saying that an in-game parser/damage meter wouldn't assist to help a player get better. However, what I am saying is that they are not needed to identify a bad player. Unless, your sole definition of a bad player is the one who has the lowest deeps, and I really hope that is not the case.
The way I see it is, if there is a public meter, the amount of toxicity towards tanks and healers (especially in regards to healer DPS) would likely drop by a lot. People would be less inclined to throw that kind of pressure on a healer when the rest of the party can easily throw that argument back to the DPS. It would definitely open a lot of eyes about how little healer DPS actually contributes these days compared to DPS actually playing at even a near optimal level.
I'm a person that openly parses, and I don't give a damn about healer DPS because in my experience, the performance of 95% of the people I ran into that started blaming wipes on healer DPS don't really have any legs to stand on themselves.
This isn't Heavensward, where healer DPS could easily end up contributing about 20% of the overall party's DPS during a whole dungeon run (or in clearer terms, 800-1k+ DPS), and good DPS typically pulled around 1.8-2.5k+. In Stormblood, the only healers I've seen that are able to pull that off anymore (about 2k-2.5k+ DPS) are healers that have the O4S weapon and/or know how to maximize everything. You can't expect that out of every healer you run into. Meanwhile, on average I can pull off 6k+ in multi-target situations and consistently do about 4.4k+ in single target situations as a Bard - and considering that Bards are supposedly the lowest DPS of all the DPS jobs... The contribution that healer DPS has towards dungeon runs has diminished greatly compared to the Heavensward days, especially with Direct Hit now being a thing and healers don't have any decent source of it unless they meld it.
Of course, I'm still going to be miffed if the healer doesn't at least try to contribute -some- damage in an expert roulette run (especially in the case of White Mages where Holy stuns are a mitigation tool in itself), and ends up jumping around waiting for something to happen in their downtime. That's just expecting someone to be reasonable.
Parsing in the right hands isn't a tool of harassment as many would like to frame it. It's a thing of universal understanding of how the game and the community actually works.
Last edited by SaitoHikari; 01-07-2018 at 06:21 AM.
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