as said ... it's not the game's flaws that kills players. It's players. and this could happen even if healers had no dps kit


yes. that and more tank busters with esunable vulnerability stacks like rofocale and cid. I like the concept of it, it just annoys me that we can ignore the vulnerability because the tank will live thought it anyway. I find it more engaging to force both healers do something different to prevent the tank from being wrecked than having tank busters hit both tanks.


Because as Shadowbringers has showed us, giving us more tools to heal with does not make it fun when there's so little damage going out. If i can top everyone up with one indom what am i supposed to do while i wait for the next big hit? Twiddle my thumbs? Dance? The issue is healers can either Heal or DPS. There is no third engaging thing we could be doing.
Indeed! Healers have a lot more time to dps in ShB than in SB, and they already had a lot more time in SB than HW.Because as Shadowbringers has showed us, giving us more tools to heal with does not make it fun when there's so little damage going out. If i can top everyone up with one indom what am i supposed to do while i wait for the next big hit? Twiddle my thumbs? Dance? The issue is healers can either Heal or DPS. There is no third engaging thing we could be doing.
Gee, it's almost as if making dps easier while adding more ogcd heals gave us more healing downtime. By the next expansion, we'll have the time to prepare dinner between two gcd heals, I can't wait!


Yes and? Bad players are bad players no matter the tools they have available. Strip them of all DPS tools and they would still probably fail to heal you. Because they are bad players. Not because they have access to the forbidden DPS arts.i confused, why making healer can heal without droping their dps make them want to play healer less!? unless people prefer mindless glare... which i know some like
「t's more worthwhile than standing around with our fingers up our noses」when there's NOBODY need heal then yeah DPS-ing is the best... but some healer DPS-ing more and i do mean more than that
I play WMH only on extreme level and the problem is the balance, its's still higher to just glare than healing, they need to make healing can end up in higher damage to make this work, which is not atm
PS. i'm not saying this toward healer who manage to keep their party alive i'm saying this because there's many (or my bad luck) healer cant't keep their party alive in savage especially...
A lot of people do *actually* want the developers to create interaction between healing tools and their dps tools. The only class that has it right now is WHM. It is very likely to remain this way, because it's what WHM's identity is now. But there is no way for them to make healing more worthwhile than DPSing. Healing has an upper limit. DPS does not. They can potentially increase the healing burden, but they're not going to do that. They haven't done it since ARR launched. Unlikely to start doing so now. People already struggle to heal damage output as it stands.


Because your suggestion wants to enforce more healing and lower DPS output. At current levels, they do not need this. As people have said before in the past, the only time you enforce that ideology is if the fight calls for heavy healing(Titan Savage in particular is an excellent example of increasing healing output). Also, even if Glare can be considered “mindless”, Healers were reduced to 2 DPS Buttons and we’re having to deal with it for the sake of SE’s balancing act so lowering DPS output even further will just disinterest people more because of unnecessary nerfs to their job.
If you truly tire of DPSing, then what else would you focus on? Nothing. All there is to increase your skill is to learn where your free windows are to DPS or weave in certain offensive CDs that can be beneficial(Assize for instance) or timed with the fight(while working with your co-healer).
If you actually try to read all my comment you should know that i didnt only mention decrease the normal dps spell BUT also give them a BIG dps spell that can only be done after healing gauge filled or something like that, balance it so that they are not losing dps while actually healing...Because your suggestion wants to enforce more healing and lower DPS output. At current levels, they do not need this. As people have said before in the past, the only time you enforce that ideology is if the fight calls for heavy healing(Titan Savage in particular is an excellent example of increasing healing output). Also, even if Glare can be considered “mindless”, Healers were reduced to 2 DPS Buttons and we’re having to deal with it for the sake of SE’s balancing act so lowering DPS output even further will just disinterest people more because of unnecessary nerfs to their job.
If you truly tire of DPSing, then what else would you focus on? Nothing. All there is to increase your skill is to learn where your free windows are to DPS or weave in certain offensive CDs that can be beneficial(Assize for instance) or timed with the fight(while working with your co-healer).
I didnt mean nor mention say nerf healer dps (though some may argue how WMH outDps tank is kinda meh)
The problem is: there is a cap to how much healing is needed and it is usually reached quickly with how powerful healers are.If you actually try to read all my comment you should know that i didnt only mention decrease the normal dps spell BUT also give them a BIG dps spell that can only be done after healing gauge filled or something like that, balance it so that they are not losing dps while actually healing...
I didnt mean nor mention say nerf healer dps (though some may argue how WMH outDps tank is kinda meh)
The only true way to encourage more healing is to directly or indirectly increase said cap.
Either by increasing the incoming dmg and/ or make it more consistent so you can't line up your oGCDs with every burst or lower healing potency overall so healers have to hardcast more.
But lowering dmg will never encourage more healing. Even if my casts only did 100 dmg at lv 80 I would still spam them at every opportunity.
Because it's still a better way to spent my time than doing nothing.
Having nukes which are only available after healing effectively changes nothing at best but encourages dick fights at worst because healers compete over effective healing to get the sweet nukes the same way tanks start aggro dick fights in DF 8/24man content.

Although I main WHM for this patch and find the lilies passable, I don't want every job to become WHM. There's already indication of tank players being dissatisfied of having DRK and WAR inching closer and closer mechanically and loss of identity. I argue that we don't need further homogenization between healers either.1. Make it so that healer have a gauge that can only be accumulated by healing and raise (don't count overheal), that can be used to dish out a BIG Dps
I'd rather not get two slaps across the face in the form of reduced DPS contribution in parties as well as reduced solo efficiency. It's already a tremendous pain in the ass to play solo content on a healer because we have one or two actions to kill enemies with and the enemies sure aren't killing us through the avalanche of healing and mitigation tools in our kit. So instead we're stuck doing our best impression of that spoon murder.2. Decrease the normal Dps spell potency (Glare/Broil/Etc)
If SQEX want healers to spend their time healing, then put us in scenarios were it's more important to heal than to DPS.
The issue is multi-layered, consisting of healers having very strong GCD and oGCD actions to restore health for both single and multi-target scenarios, incoming damage mostly being in the form of occasional spike damage, a very small amount of healing-related mechanics, and only a small amount of healer-unique responsibilites/encounter interactions.


I recently finished levelling AST via Alliance/trial/raid roulettes and fates. It made me realise how doing absolutely anything in the overworld as a healer is currently pure distilled tedium. WHM I had quests and story and dungeons to keep me occupied. SCH I had people constantly wanting to run dungeons so I didn't have to touch overworld content. Doing AST with little payoff besides FATE completion where you have to solo them most of the time? Woo boy. Awful. Never again.I'd rather not get two slaps across the face in the form of reduced DPS contribution in parties as well as reduced solo efficiency. It's already a tremendous pain in the ass to play solo content on a healer because we have one or two actions to kill enemies with and the enemies sure aren't killing us through the avalanche of healing and mitigation tools in our kit.
Last edited by IttyBitty; 09-20-2019 at 05:21 AM.
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