Meanwhile, I know a plenty of career healers looking to switch off to DPS. This is why anecdotes mean very little. What we do know is back when DRK released, people insisted this would increase the tank population. It didn't.there is a minimal and small uproar and fear from the vocal minorities and not the vast population. Do not drag this out of proportion. most players are happy in chat and in game. There are people more excited to try out healers now that they are balanced. Healers are gonna increase. Your concerns are heard but fear not, SE made the best decisions.
love,
- the community
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
With the tank changes, along with the addition of Gunbreaker, I do see the tank population increasing even if it's by a small margin. It's hard to say what the healing changes will do though. It appears that the changes they made were made with the intention of making it easier for players to get into healing, but will the potential new blood outweigh those deciding to leave? That is something that we will have to wait and see.
What I don't understand about that is that this game has always been very easy on healers. People tend to bring their anxieties from other games here where they think they need to constantly be healing, but there's not really any fight in this game (baring maybe Ultimate and parties where everyone is constantly standing in the bad and giving the healers ulcers) that requires the amount of overhealing our new kits seem to be geared towards. It'll be interesting to see how they handle this going forward. Either the damage output is significantly increased, which would give reason for those anxieties, or they follow the ARR->HW->SB transition where it only gets a smidge more difficult each time. In which case more standing around for healers I guess. Yay?With the tank changes, along with the addition of Gunbreaker, I do see the tank population increasing even if it's by a small margin. It's hard to say what the healing changes will do though. It appears that the changes they made were made with the intention of making it easier for players to get into healing, but will the potential new blood outweigh those deciding to leave? That is something that we will have to wait and see.
It doesn't make any sense though. Pure healing was never hard. And if you found yourself wondering what the rest of your buttons do, you are probably smart enough to learn current healers without a need to dumb them down.
Honestly, the 'hard' part about healing was never the abilities. It was learning how to watch your other party members and be able to dictate, without knowing them or maybe even experiencing the job they play; how much of your assistance they really need. This balance is the difference between over healing and someone being dead.
This won't change and so I believe it won't really influence the amount of users who love to heal.
its as I said expansion isn't out and people are going to pretend they have played it and giving input before even trying to class after the changes.
you never know you might like it but instead come here try to make devs change mind when release is already coming soon and expansion is done.
not going to happen, if they notice bad changes they'll deal with it on their own.
From what I see, the changes can be worrisome, IF we go under the assumption that healing will be the same as it has been under SB. There's a massive problem with that assumption, however. Tanks will always have the passive 20% damage reduction from now on, meaning newer dungeons, raids, and trials for SH (SHadowbringers) will have to hit harder to compensate for that and force cooldown usage. This will force more healing not only for the tanks, but for the DPS and healers who will be getting hit by party wide damage, cleaves, or damage from failed mechanics (which is GOING to happen).I just looked at the changes to WHM and don't see the problem. In fact it looks like one of the changes makes lilies consumable in exchange for oGCD heals like Aetherflow stacks are on SCH. I didn't see a problem with the changes to SCH earlier either.
In my experience healers did have simple DPS rotations already. They had a DoT, an AoE and a single target attack. Some of them had two of these things or an odd oGCD. Has it really changed in a way that matters?
From what we saw of the 73 dungeon, healers will also need to spend a lot more MP on raises. That last boss is going to be as bad as Shinryu was at StB release.From what I see, the changes can be worrisome, IF we go under the assumption that healing will be the same as it has been under SB. There's a massive problem with that assumption, however. Tanks will always have the passive 20% damage reduction from now on, meaning newer dungeons, raids, and trials for SH (SHadowbringers) will have to hit harder to compensate for that and force cooldown usage. This will force more healing not only for the tanks, but for the DPS and healers who will be getting hit by party wide damage, cleaves, or damage from failed mechanics (which is GOING to happen).
Meanwhile, using my anecdotal evidence, 100% of the healer mains I know are perfectly fine with the changes and look forward to seeing how the adjustments work in game.
They were tuned to tanks being in tank stance already. In Pool of Tribute normal, tank stance stops you bobbing about with just 100 HP and a lot of parties wipe to the AOEs.
If they didn't hit hard it's because you weren't minimum item level. Leveling dungeons hurt a lot and they are synced to almost minimum item level. Leveling dungeons have often convinced me to use tank stance because the difference between 20% mitigation and self-heals on a DRK is very large in expansion leveling dungeons and significantly affects how squishy I feel.
A little gear goes such a long way that everything can tickle.
Not if they only increase auto-attack and tankbuster potency, but not AOE potency. Not that I'd mind if they increased that too.
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