And I agree. Though Fey Blessing being as underwhelming as it was made poor use of it. The Fey gauge as a whole is more of an afterthought for the sake of a slightly stronger regen. Fey Blessing was a heal you could barely notice for 10 fey gauge once every 60 seconds.
I've had this same thought of yours in the past but not sure if they'll ever really do something about it.
Edit: I think the thought I had back then was to scrap/change aetherflow and replace it with the fey gauge at a lower level, but the how is another matter entirely. I never went beyond this initial thought because I never trusted SE would ever expand on it at all.
Last edited by Mesarthim; 01-01-2022 at 10:23 AM.
Thanks for your explanation. Your perspective on mana management is fresh to me. I rarely thought about mana in terms of improving healing gameplay, though I often wonders how Piety can be made better.
As for job gauges, I'm not good at offering insight on how it can be improved. The only issue I have right now concerning job gauges is that it's unfair WHM can't have 3 lilies at the start of the fight.
it's such a pessimistic way to look at things to be honest.
Features being removed doesn't mean they should be removed. Healers who perfer old playstyles being aliented doesn't mean they should be alienated.
FFXIV is ultimately a business in gaming industry. It's only natural they want to make it as profitable as possible. Changes were made to make healers more appealing. Their decisions were debatable of courese. They ended up alienating other groups of healers. It just happened, not that they wanted it to happen by design
Last edited by Aword3213; 01-01-2022 at 12:07 PM.
They may not have wanted to to happen that way, but it happened nonetheless. Furthermore, it just feels like they don't even care. We have abilities like Living Dead still in the game who's been complained about since its inception by both healers and DRKs. We have unwanted changes across the board for classes (BRD, AST cards, SCH etc) and our answer is "get used to it, its not coming back no matter that we changed it in ways you didn't want it and don't want to go back on the old design with improvements". That is how a lot of people not just healers feel from the devs.
Features being removed doesn't mean they should be removed. Healers who perfer old playstyles being aliented doesn't mean they should be alienated.
FFXIV is ultimately a business in gaming industry. It's only natural they want to make it as profitable as possible. Changes were made to make healers more appealing. Their decisions were debatable of courese. They ended up alienating other groups of healers. It just happened, not that they wanted it to happen by design
I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.
#FFXIVHEALERSTRIKE
To be fair, it was better before. I could see a point getting more MP,especially when Lucid wasn't a thing and we relied on Ranged/CD for MP regen. Now,it barely affects anything. No real point building some piety.
I don't know, if they made Piety to be Healer's Direct Hit equivalent, that would be nice.
I don't know. I think it was a mix of multiple things that happened at once.
There's this obsession to remove player decision making in some sense. SCH using macros to force Embrace? Can't have that. Remove all pet actions. DRK player using /ac <me> to put Salted Earth to the ground rather than do it manually? No, can't have that. Remove it posthaste. Astrologian can draw cards by left clicking them? NO, USE UNDRAW! It's just weird decisions that nobody asked for, and just rob current players of bits and chunks of their gameplay ( well, in SCH's case, almost half of it ).
There's also the slow removal of DoTs since Stormblood. AST had the real first taste of current ShB/EW gameplay - a nuke, a dot, and whatever is going on with the cards. Even at the time, people were complaining about this design because while AST was good, it was pretty boring. Sure, 2 DoTs weren't much to begin with, but it was something to manage, at the very least. What was SE's decision to do next expac? Apply that gameplay on all healers. Aero III was fun. The animation was great, and while we didn't have Bane, it was satisfying to apply on packs in dungeons. Nah, remove that.
Bane? Remove that as well. Pet management ? To the bin. Buffs variety? Cremated. Buff management with Time Dilation, SCH's AoE Esuna, Rouse, Protect, Stoneskin, etc etc? Done. Energy Drain for a month? Gone. SCH was a skill graveyard when ShB started.
And on top of that, there were some kind of promise that we would get harder heal checks coming over, and that never happened either -- granted, Tower of Zot and Holminster were both a bit harder than expected at release, that promptly disappeared.
tl;dr removal of player choice, removal of dots across the whole game, hitting healers the most because they relied on it the most, trying to apply SB AST gameplay to all jobs despite not being fit to, and no change of healing in either dungeons and harder content.
Even if Fey Blessing pulsed the heal using twice the fey gauge as fey blessing it would be better.
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]
All the abilities you just mentioned: Remember us. Remember that we once lived.To be fair, it was better before. I could see a point getting more MP,especially when Lucid wasn't a thing and we relied on Ranged/CD for MP regen. Now,it barely affects anything. No real point building some piety.
I don't know, if they made Piety to be Healer's Direct Hit equivalent, that would be nice.
I don't know. I think it was a mix of multiple things that happened at once.
There's this obsession to remove player decision making in some sense. SCH using macros to force Embrace? Can't have that. Remove all pet actions. DRK player using /ac <me> to put Salted Earth to the ground rather than do it manually? No, can't have that. Remove it posthaste. Astrologian can draw cards by left clicking them? NO, USE UNDRAW! It's just weird decisions that nobody asked for, and just rob current players of bits and chunks of their gameplay ( well, in SCH's case, almost half of it ).
There's also the slow removal of DoTs since Stormblood. AST had the real first taste of current ShB/EW gameplay - a nuke, a dot, and whatever is going on with the cards. Even at the time, people were complaining about this design because while AST was good, it was pretty boring. Sure, 2 DoTs weren't much to begin with, but it was something to manage, at the very least. What was SE's decision to do next expac? Apply that gameplay on all healers. Aero III was fun. The animation was great, and while we didn't have Bane, it was satisfying to apply on packs in dungeons. Nah, remove that.
Bane? Remove that as well. Pet management ? To the bin. Buffs variety? Cremated. Buff management with Time Dilation, SCH's AoE Esuna, Rouse, Protect, Stoneskin, etc etc? Done. Energy Drain for a month? Gone. SCH was a skill graveyard when ShB started.
And on top of that, there were some kind of promise that we would get harder heal checks coming over, and that never happened either -- granted, Tower of Zot and Holminster were both a bit harder than expected at release, that promptly disappeared.
tl;dr removal of player choice, removal of dots across the whole game, hitting healers the most because they relied on it the most, trying to apply SB AST gameplay to all jobs despite not being fit to, and no change of healing in either dungeons and harder content.
reading the names of all those abilities just made me sad.
Dots were severely reduced across the board because the FFXIV code couldn't handle more than 60 on a mob at any time (showing only 30) to include debuffs.
When you had every job with at least 2 dots and then 2 or 3 summoners with 3-4 dots that cap was reached VERY quickly especially in 24 man raids. Those summoners also relied on those dots for Fester damage increase.
they didnt have to completely remove them though? blue mage has a bunch of "cooldowns" that are spells with a long recast, just like phlegma or sonic break. they couldve replaced the dots with those. still a button you press every 18/24/30 seconds without bloating the debuff cap on enemies.Dots were severely reduced across the board because the FFXIV code couldn't handle more than 60 on a mob at any time (showing only 30) to include debuffs.
When you had every job with at least 2 dots and then 2 or 3 summoners with 3-4 dots that cap was reached VERY quickly especially in 24 man raids. Those summoners also relied on those dots for Fester damage increase.
instead they simply deleted everything and gave nothing in return because healers heal amirite (except they dont even do that either)
That's sort of what happened with paladin and summoner. They have "occasional dots" that can't have full uptime. (Which is just to say you're exactly right).they didnt have to completely remove them though? blue mage has a bunch of "cooldowns" that are spells with a long recast, just like phlegma or sonic break. they couldve replaced the dots with those. still a button you press every 18/24/30 seconds without bloating the debuff cap on enemies.
instead they simply deleted everything and gave nothing in return because healers heal amirite (except they dont even do that either)
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