Wording, that's all. I would have said I paid for three other player's houses rather than I bought houses for other players.
I agree with you Darkdays. these people are want ruin the mmo by making white mage full like black mage. seen what they did to paladin i dont want 22-30 button rotation on my already heavy bloated healing job. sometimes people dont know what they ask for. think they do but they don't alot people love dps jobs. so they try ruin other jobs like healing jobs making them feel more like summoner/blm. when never there job to be like that. they dont understand that healing support job first and dps second
even have people want take all healing spells away make healing jobs 85% dps. like that fun seriously? just catter to elitist that play this game
Victoria. Stop.
No one in this thread has advocated for giving healers a full blown DPS kit and nuking all healing spells. NO ONE. The arguments in this thread have been: Give healers one. or two. extra DPS buttons. Stop arguing in bad faith.
OP you are brave, speaking the opposite of what this forum mainstream want.
we want more intense healing, more debuff and buff skill to fill the downtime instead of DPS
but
however, we who want more intense healing/buff/debuff skill for healer have become the minority in this forum
Last edited by Misutoraru; 10-24-2021 at 07:38 PM.
Many would agree? Most healers just want more engaging healers weather thats buffs, debuffs, more intesive healing, a engaging dps rotation, or maybe all of them lol. I wouldn't because I love a dps centric healer but I wouldn't be oppose to those sort of healers.
I think buffs are fine but tbh I always thought buffs were ast thing and a ranged dps sort of thing rather then a healer thing.
debuffs are fun but with the debuff cap in this game It's always going to be wacky to deal with that many debuffs (especially in a alliance raid) if we gave all healers debuffs.
If we upped the healing casuals would leave the role to have less stress in other roles and only Hardcore Elitist Gamers™ would stay.
I believe a unique and fun dps rotation for all healers would be the best way to deal with the game is currently played. Besides they could add more healing in the game and a unique way of contributing damage for all the healers.
Last edited by Acece; 10-24-2021 at 08:12 PM.
They really haven't, it's simply a pipe dream.
People asking for more dps options don't do this because they don't want to heal, they simply know that SE will NEVER make you heal for 90% of a fight, it's just not gonna happen.
1. They would have to entirely redesign the healer jobs, because the current MP economy is not designed for the amount of incoming damage that requires constant healing. You would run out of oGCDs after maybe 20 seconds and would then have to spam GCD heals, which leaves you completely out of MP after a minute if you're lucky.
SCH for example wouldn't even be able to keep up with the required healing because it's GCD healing tools are too weak. (I actually think none of the healers could currently keep up with fights requiring 90% healing uptime)
2. It would require a complete redesign of fight mechanics, you can't be dancing around as much when you need to constantly spam healing.
3. It would absolutely crush a sizeable amount of healers, they can barely keep the party alive with the current laughable healing requirements, what do you expect happens when the required healing increases by 200+%?
4. If they only did this for the newest fights in an expansion, which is the most likely outcome, you would still be bored out of your mind in content from 1-80.
Veteran healers are asking for more dps options because fights currently have between 60-90% downtime in which you spam the same 1 button over and over again. Adding more things to do during that downtime is the easiest fix, it doesn't require a complete job rework, it doesn't require a complete encounter rework and it doesn't make the game harder for cure 1 spamming healbots.
People like the OP who simply want healers to "heal more" because "your job is to heal" simply have no clue what they're talking about, they think it would be as simple as making things deal more damage...unless they don't even want content to hit harder and just want healers to spam a bunch of pointless overhealing that contributes absolutely nothing.
Last edited by Absurdity; 10-24-2021 at 08:26 PM.
Actually, most people would agree with you on the forums about this - but it's just not feasible for a solution. That would be forcibly raising the skill floor, which would start excluding the lowest percentile of healers - and that's a big nono for SE who wants everyone to be able to play FFXIV. Plus, with better gear, healing will always lose its intensity after a couple of patches, which creates a bigger downtime (which will never be properly erased).
DPS options, on the other hand, doesn't raise skill floor. It just raises skill ceiling, which is a good thing for growth and gameplay improvement in a job.
But it existed in 14 and it worked well. You know, we could have taken the attitude, "don't like it? Play another MMO".
However, instead, I've taken the argument of if people don't like it then maybe the devs could have created a 4th healer to satisfy these people. But instead they stripped down all of the existing healers.
And the thing is, we weren't so distracted to fail at our true role, heck even now although I've been more subject to "oops I forgot I was the healer" if you have me as your healer in your party you're very unlikely to run into these problems because I can manage my healing and DPS just fine. I'll even let your health drop low on purpose but then you know, Earthly Star and Essential Dignity are at their most useful when people's HP has dropped. But I don't think I am that special of a healer either, sure I'm competent enough for Savage but I know I am low percentile.
People have complained about healers not healing since 2.0, sure but I have heard the complaint the most during Shadowbringers. Yet in Shadowbringers we have the simplest and most dumbed down version of healer DPS we've ever had and the healing requirement has probably been one of its lowest because we're sitting at some pretty hefty downtime.
So I don't think DPS complexity is an issue. I think it's the fact the game marks/rewards performance based on DPS contribution and healing exists because a dead player is a DPS loss.
But when you're spamming the same button for the majority of the time it's a lot easier to to tunnel vision. So I think how healers are currently designed it's worse for this problem not better.
With how DPS worked on healers you weren't tied to a combo rotation, so there was no carrot on the stick to distract you from healing and healing intensity was higher and you had fewer healing tools at your disposal so it meant that downtime was shorter. So it didn't mean you tunnel visioned and I feel you were more likely to keep a healing focus. Sure people still messed up, but I think it was less likely to happen...and if it wasn't, then it's no different to how things are now.
On the contrary I think people have been more in favour of both. I think DPS comes up more because of the following:
- It's what we had and what the game was designed to favour
- We already are DPSing most of the time, so make it interesting
- It's the easiest solution with the current game design
- It respects the skill floor, the devs want healers to be more accessible, and DPS is a secondary function that is not required for the vast majority of content. And good healer DPS is not required unless you're going for maximum efficiency.
I know there is an element of people who enjoy the healer/DPS hybrid too...I did, but I also know that I am willing to compromise.
But I think if we had what you're suggesting and it was keeping us occupied, I think people for the most part would fine. But at the moment, they've stripped down the DPS aspect without putting something in its place. In the early days of this I wrote up a suggestion for SCH that is more debuff focused playing to some of the stuff SCH had in 2.0 that got change because it wasn't effective and instead of improving on it, they took it away.
But to make such changes meaningful would mean changes to encounter design unless those buffs/debuffs improve DPS on some level, in which case AST already does this and to be fair, AST is one of those jobs I keep saying is a lot closer to where we should be.
An approach that I think I would quite like and I think help address many concerns would be:
White Mage - Pure healer with big heals, also big damage (relative to healers), the DPS aspect doesn't need to be a lot more complicated than it is now, it remains relative simple but enough to break Glare monotony.
Scholar - Shield healer with a DoT mage aspect, SMN has completely abandoned its DoT mage aspect and thematically this has always best suited SCH. So give it back.
Astrologian - Pure healer with a buffing aspect, its DPS remains simple but its down time is filled with buffing party members.
Sage - Shield healer with a debuff aspect, which I realise is contrary to its current design, but its current design is 85% SCH, so they could have a mechanic that allows them to weaken the enemy with a series of debuffs. This could have been an element that differentiates it from how SCH plays. Although it has its "DPS to heal" aspect, all this really does is replace the SCH faerie and much of your DPS will still be a 1 button spam, but you have a few more spells to break it up. There's not a lot separating its identity.
This way you get meaningful variety between jobs. And if the game still values DPS are a performance marker, then AST and SGE debuffs are balanced based on raid DPS contribuition. Then it leaves WHM and SCH true to their identity they started with and satisfies those who prefer a healer/hybrid DPS and WHM gets to remain simple and easy to pick up. And SCH retains its complexity without overdoing it.
Last edited by Saefinn; 10-24-2021 at 08:56 PM.
I forgot to add that the same problem applies to utility that reduces damage or buffs healing, both simply reduce the amount of healing required after the incoming damage. So unless the content requires the use of said utility to survive then all it does is create more downtime for healers and consequently more mindless 1 button spam. If my 1 Medica II heals the party enough for the next mechanic then I'm not gonna cast it 2-3 more times afterwards, that's just pointless overhealing.
AST's utility works because it buffs party dps, something that is always a useful contribution, but you can't turn every healer into Astro.
Last edited by Absurdity; 10-24-2021 at 08:50 PM.
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