



Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

Sage is the "damage healer" because it is now currently the only healer that actively punishes you for not dpsing through the Kardia system. Whether that be you choosing not to because mehhh healers heal, or needing to resort to one of your non oGCDs for some reason, you're gonna lose healing potency. Besides that there truly isn't any GOOD reason it should be considered the "damage healer" unfortunately. It doesn't solve or change anything that people have been complaining about at all.I don't know where this strange fascination with SGE as the "Damage healer" comes from. Yes, your damaging spells trigger a 170 potency heal on your Kardia target.
It's the same as Scholar's Fairy Embrace, just selectively applied to a single target. Every GCD you use for damage applies a small sustain heal on the Kardia target, just like every GCD the Fairy gets applies Embrace to the Party member with lowest HP. Whenever you use a GCD for anything else than damage, Kardia will not trigger, while the Fairy uses Embrace for as long as you don't make her busy with their abilities. There is a bit of nuance between the two but they work in essentially the same way.
Both classes have an in-built system that allows them to sustain the tanks while they DPS.
SCH has 5 damaging abilities, a Single target damaging nuke with Broil, a DoT called Biolysis, a movement tool with Ruin II, an oGCD with Energy Drain and an AoE with Art of War.
SGE has 5 damaging abilities, a Single target damaging nuke with Dosis, a DoT called Eukrasian Dosis, a movement tool you have to unlock with Toxikon, a GCD with 45s CD with Phlegma and an AoE with Dyskrasia.
If SGE is the "damage healer" that is meant to satisfy people that want a more involved healing downtime experience, then SCH is also a "damage healer". They have pratically the same abilities with minor nuances. They have practically the same tools to sustain the team while they deal damage.
Based on it's design being so close to SCH's I feel like SGE will suffer from the same problems SCH does regarding the one-button spam.
If downtime is that high then maybe they need to change encounter design.




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]



still wouldnt fix the main problem. Because there will still be 80 levels of miserable glare/broil/malefic spam including but not limited to duty finder duties, solo duties, job quest duties, fates in the overworld, guildhests, trash mob slaying for sidequests and eureka/bozja.
However you aren't entirely wrong
so yes, give dps options and some of the other stuff that;s been removed over time like mp management, crowd control, debuffs and buffs
Its a 3 pronged approach and 1 of them has to give
1. More dps buttons-se understands why players want this and this has proven to be the best way forward
2. Change encounter design to be more variable than scripted-SE wont do this as it would be jarring after 80 levels of scripted content
3. increase amount needed to heal or lower healing potencies. -SE wont do this as they have no desire for higher healing requirements
Last edited by Recon1o6; 10-20-2021 at 03:28 AM.




+1 to the above posts, also it flies in the face of Squeenix's stated goals. They don't want newbie healers under any pressure, fear, or expectation of any kind. If raising the complexity of downtime activity counts as "pressure", then raising healing requirements counts doubly so.
Now, I'd be more than happy if they made healing more interesting (not in the "you need to mash Cure more times" sense, but adding triage, interesting interactive kits, etc), but if Yoshida is firm on the stance that new healers can't stand up in a light breeze worth of pressure, my answer to him is "Well then your solution is to add difficulty to the 'nonessential' part of the kit that doesn't kill people."

Please no more dps buttons, I've been healing since the start of 5.0 and playing since 2.0. I can say without a doubt this version of healing is the best so far. I don't want to worry about a rotation, opener, or something optimal, I just want to press my button to do damage while keeping myself, and others alive.still wouldnt fix the main problem. Because there will still be 80 levels of miserable glare/broil/malefic spam including but not limited to duty finder duties, solo duties, job quest duties, fates in the overworld, guildhests, trash mob slaying for sidequests and eureka/bozja.
However you aren't entirely wrong
so yes, give dps options and some of the other stuff that;s been removed over time like mp management, crowd control, debuffs and buffs
Its a 3 pronged approach and 1 of them has to give
1. More dps buttons-se understands why players want this and this has proven to be the best way forward
2. Change encounter design to be more variable than scripted-SE wont do this as it would be jarring after 80 levels of scripted content
3. increase amount needed to heal or lower healing potencies. -SE wont do this as they have no desire for higher healing requirements
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