Nah, Meoni is too much of a nice person to ask the hard hitting questions. Besides, hardcore gameplay really isn't his thing, glamour is, so I highly doubt he would find issue with the playstyle healers have now.
We'll be left with people who actually like healing.
I have a question. Maybe this has been talked about before, but humor me for a second.
Instead of asking for more dps abilities, how about we ask for more opportunities to heal? Ask for more unavoidable raid wide damage, or mechanics that favor constant damage. (Tremors that shake the ground that constantly deal damage, or lasers that fly around hitting random players without notice or being telegraphed?)
Instead of asking for more dps potential when you have no healing to do, why not just ask for more healing to do so you have less downtime to worry about having to dps?
* again, not saying we shouldn't be dpsing during downtime, nor am I saying we shouldn't have a few extra abilities. (Look at my previous post at the bottom of page 17) But having less down time because you simply have more healing to do in the first place would solve this issue, wouldn't it? Keep healers healing. *
Because that'd mean a much bigger change to how they do things (encounter design) than giving Healers engaging downtime.
Not to mention that there are indeed peopel new to healing and/or not as well practiced as others, and you'd risk excluding them from content if you increased healign demands to a point where the well practiced and/or geared Healers wouldn't end up bored again.
And a 'just increase healing in hard content' is not the solution imho. saying 'play Ex/savage/ultimate if you want to have fun as a heal' can not be the solution.
We've already asked for that. It's common opinion that more to heal would be great.
However, it's also impossible to eliminate downtime entirely, especially as you and your group become better at a fight. Since player skill = more downtime, it's natural that players who master the class become bored and want something engaging to fill it.
People have been asking for this for ages though. And besides, making current content harder to heal doesn't really solve the problem that, in past/old content (which you often do a LOT on this game, going into roulettes etc), where everything is nerfed/easier, playing a healer gets boring again. My DPS and even tank friends are able to feel engaged in the game without doing extremes, savages or only-the-current-content. Make things hit harder wouldn't eliminate downtime.We'll be left with people who actually like healing.
I have a question. Maybe this has been talked about before, but humor me for a second.
Instead of asking for more dps abilities, how about we ask for more opportunities to heal? Ask for more unavoidable raid wide damage, or mechanics that favor constant damage. (Tremors that shake the ground that constantly deal damage, or lasers that fly around hitting random players without notice or being telegraphed?)
Instead of asking for more dps potential when you have no healing to do, why not just ask for more healing to do so you have less downtime to worry about having to dps?
* again, not saying we shouldn't be dpsing during downtime, nor am I saying we shouldn't have a few extra abilities. (Look at my previous post at the bottom of page 17) But having less down time because you simply have more healing to do in the first place would solve this issue, wouldn't it? Keep healers healing. *
Simple, because SE will never increase the healing requirement in content. Neither in casual nor in high-end content, as they recently mentioned.We'll be left with people who actually like healing.
I have a question. Maybe this has been talked about before, but humor me for a second.
Instead of asking for more dps abilities, how about we ask for more opportunities to heal? Ask for more unavoidable raid wide damage, or mechanics that favor constant damage. (Tremors that shake the ground that constantly deal damage, or lasers that fly around hitting random players without notice or being telegraphed?)
Instead of asking for more dps potential when you have no healing to do, why not just ask for more healing to do so you have less downtime to worry about having to dps?
* again, not saying we shouldn't be dpsing during downtime, nor am I saying we shouldn't have a few extra abilities. (Look at my previous post at the bottom of page 17) But having less down time because you simply have more healing to do in the first place would solve this issue, wouldn't it? Keep healers healing. *
Look at it like this, we currently have healers who struggle to heal an expert dungeon, the probably easiest content in the game. So what do you think would happen if SE increases the healing requirement in all content?
This is why people are asking for more involved dps on healers, because it gives better/more seasoned players something engaging to do during downtime while not affecting the bottom line.
And even if you increased the healing requirement to the point that you run out of oGCDs and need to spam your GCD heals it would not make for more interesting gameplay, atleast not with how healing is currently designed.
Our healing abilities don't have any synergy, it's all just "makes HP go up by XYZ". So instead of spamming Glare 24/7 you would be spamming Medica, not exactly an improvement.
And then on top of that you would have the problem of SCH probably not even being able to keep up with the healing, because your GCD heals on SCH are absolutely terrible for getting someone's HP up.
Last edited by Absurdity; 10-02-2021 at 08:55 AM.
I personally believe that they best way you can make healers work is by creating weaknesses in the other classes and make interesting ways for healers to "fix" them.We'll be left with people who actually like healing.
I have a question. Maybe this has been talked about before, but humor me for a second.
Instead of asking for more dps abilities, how about we ask for more opportunities to heal? Ask for more unavoidable raid wide damage, or mechanics that favor constant damage. (Tremors that shake the ground that constantly deal damage, or lasers that fly around hitting random players without notice or being telegraphed?)
Instead of asking for more dps potential when you have no healing to do, why not just ask for more healing to do so you have less downtime to worry about having to dps?
* again, not saying we shouldn't be dpsing during downtime, nor am I saying we shouldn't have a few extra abilities. (Look at my previous post at the bottom of page 17) But having less down time because you simply have more healing to do in the first place would solve this issue, wouldn't it? Keep healers healing. *
Pure healing as a healer can only get you so far. Once you master it, there is nothing else to do and we fall into the same big pile of nothing less.
They should focus more on the supporting aspect, no only on the healing aspect.
In order to do so, they need to created weaknesses on the other classes. Look back at Heavensward Astro (outside of the fishing meta). Each card had an use, example: restore TP and MP <--- those were "weaknesses" which you as a support /healer had an impact or way to manage and help/support your comrades while healing.
Remember Bard? Had MP regeneration too, to help healers. See Monk? Has Mantra to increase healing potency. See paladin? Can help with healing if you're really bad at it with clemency. This is what in my eyes healers need, skills which can help others.
As a healer in an mmo, there is nothing more satisfying to me than a "hand wash hand" system. But that's just my opinion.
Honestly, I'd be happy with less healing downtime. (Although I do consider weaving healing and damage a staple of FFXIV's healers. I would love more and more varied abilities to fill said downtime on all healers)
Though, an attrition and Triage model such as WoW's would require our AoE heals to be considerably nerfed.
Triage is only possible when you can only heal one/few targets at a time, forcing you to make decisions as to who to prioritize and what to use on them.
When you can top off a whole party with a single blanket spell, there is no triage, no priority.
Everytime the group takes damage the response is always an AoE spell. They are very powerful potency wise and cost a very small fraction of your MP (If any), they have very short cast, or are instant with a very short CD.
Last edited by GrimGale; 10-03-2021 at 02:19 AM.
We already asked for this and, for the most part, the devs were unsuccessful. They tried to do this at the start of Shadowbringers and it started out okay. The levelling dungeons provided a decent challenge for healers. But after that, things got shaky. The level 80 dungeons did not provide any sort of challenge for healers (I hated the 5.2 dungeon so much). Extreme and Savage fights had healers dpsing most of the time and there were little heal checks. The 24-man raids this expansion weren't good for healers either.
And from what I could gather, a Japanese Raid group cleared one of the Savage Eden fights without a healer. Titan Savage I believe.
For the most part, Healers are one of FFXIV biggest weaknesses when it comes to the game itself. They're not fun and simply not challenging aside from the occasional Extreme and Savage fights. But telling healer mains to just play Extreme and Savage for engaging content is never a good thing.
We're also the most ignored, and told to be quiet the most. "Just be quiet and suffer."We already asked for this and, for the most part, the devs were unsuccessful. They tried to do this at the start of Shadowbringers and it started out okay. The levelling dungeons provided a decent challenge for healers. But after that, things got shaky. The level 80 dungeons did not provide any sort of challenge for healers (I hated the 5.2 dungeon so much). Extreme and Savage fights had healers dpsing most of the time and there were little heal checks. The 24-man raids this expansion weren't good for healers either.
And from what I could gather, a Japanese Raid group cleared one of the Savage Eden fights without a healer. Titan Savage I believe.
For the most part, Healers are one of FFXIV biggest weaknesses when it comes to the game itself. They're not fun and simply not challenging aside from the occasional Extreme and Savage fights. But telling healer mains to just play Extreme and Savage for engaging content is never a good thing.
Sometimes people maybe play Healers on an expert once a week when they don't feel like waiting, and they think that makes them an expert in the subject.
Sometimes, SOMETIMES, they do an Alliance Roulette, and then don't cast a single damn heal throughout the entire roulette.
"Expert"
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