Somewhat, the reason of for the problem you describe is not necessarily the healers themself but rather how heavily scripted encounters are designed.No one here is asking for a 15 button opener.
Also no, the death of a healer class isn't optimization. You're supposed to optimize your healing. You're supposed to know how strong every one of your heals are and use that knowledge to make sure you don't run out of mana and that you have CDs for a true emergency.
The death of healing in this game is that we don't really need to manage our mana or cool downs. Half our abilities cost 0 and they aren't balanced by having 0 cost with long cool downs. This means that piety is a joke of a stat. And it also means we can use the same oGCDs for the same situations making our very strong healing tools redundant.
Why use Celestial Intersection on a Tank Buster when Exaltation is up? Why use Collective Unconciousness when Celestial Opposition is up? Why use Neutral Sect when you don't need the extra healing or shielding at all? Etc. Etc.
"But things can go south." To which I say: "you can't heal through stupid".
I feel we'd have a better time getting the devs to fix the healer's kits themselves than ask the devs to fix encounter 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
I dunno why you continue to assume I'm a troll, perhaps it just hard for you to realize that people like myself like the current state of things with healing, and find it less stressful than it used to be when there was a real rotation to it etc.Guys, as fun as it is to interact on occasion, remember that Fuzzy's a troll. Maintaining the same bog-standard Sylphie straw arguments for months, calling anything that takes more than two seconds of attention "impossible", it's all bait. Not even peak Sylphie is that Sylphie.
You're a troll because we're giving you the benefit of the doubt. The alternative would be rude to say out loud.
Optimizing your healing is being efficient and minimizing overhealing and unecessary use of resources.No one here is asking for a 15 button opener.
Also no, the death of a healer class isn't optimization. You're supposed to optimize your healing. You're supposed to know how strong every one of your heals are and use that knowledge to make sure you don't run out of mana and that you have CDs for a true emergency.
The death of healing in this game is that we don't really need to manage our mana or cool downs. Half our abilities cost 0 and they aren't balanced by having 0 cost with long cool downs. This means that piety is a joke of a stat. And it also means we can use the same oGCDs for the same situations making our very strong healing tools redundant.
Why use Celestial Intersection on a Tank Buster when Exaltation is up? Why use Collective Unconciousness when Celestial Opposition is up? Why use Neutral Sect when you don't need the extra healing or shielding at all? Etc. Etc.
"But things can go south." To which I say: "you can't heal through stupid".
That entails healing just enough, which has the effect of reducing the amount of time and spells you dedicate to healing.
Which leaves you with plenty of free time.
Free time you should use to help the party still. And you do that by casting damage spells.
Optimizing healing means healing less or just enough, which means dpsing more.
I wasnt even refering to that but the fact that you haven't learned how to mitigate till P2S while playing Scholar for at least 2-3 years since you seem to be familiar with its stormblood iteration shows your lack of skill and lacking will to improve. Tab Targetting MMO's arent hard, it isnt a action game like PSO2 with dedicated dodge & block buttons and have to press frame perfectly.
I half blame this on the game having no real tutorial outside of the bare minimum but if you had an ounce of will to improve your own gameplay you'd realize how foolish your posts are
I've literally never raided savage. Sure I could be good enough to do it, but dungeon running in mmos is my bread and butter and I just gravitate towards that cause its quick and easy. I'm the target audience Yoshi P is referring to, and yet I absolute cannot stand the current gameplay.The community always ends up the discussion into this "casual vs hardcore" (even though the bridge between these are not even that big imo, specially not on this game) as if just being a casual means you have absolute zero interest into the combat aspect of the game and doesn't want to use your two braincells for a single thing which is far from true. Of course there are people like this, but at the end of the day this is a combat-based video-game as well, and I doubt the majority would go towards this mindset. If anything, casual people suffer even more from the combat of the game since they don't have the means (time, patience, whatever) of tackling more difficult stuff and are left with your usual roulette-level of gameplay which can be a snooze-fast.
Doesn't help that Yoshi P fuels this mindset by excusing healer design because "casual players need it" or something.
Maybe this is because I played the game a lot back in HW and SB where tanks/healers had more to do and think about and I actually enjoyed myself.
The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.
I am the same way. Hell, I find RPR is super engaging to play and that's regarded as braindead apparently. All we need is a few spells with synergies with the rest of the kit that allows us things to do during downtime. It's not complexity we want, just better design.What's even more sad about this is, I don't even need much complexity for satisfaction. Especially in an action-oriented game where opening a skill menu with hundreds of options for your next strategic move isn't feasible. Red Mage is many things, but a bigbrained rocket science job it is not. I find it fun. A lot of other people find it fun. Most people who don't find it fun realize that it's the playstyle they don't like, and seek out a different one; I've never seen someone say "Red Mage is so simple I'm baffled anyone could find that level of braindead fun at all".
You don't need to design a job to play like a grand piano to make it spark those dopamine rushes. Balancing black and white mana while trying not to overwrite procs isn't a hard task. I have never seen an MMO design team talk down to an entire role like they have in XIV; procs and balancing are too hard for you, better make sure you can't fail with Jolt Jolt Jolt Jolt Jolt... I wouldn't say high complexity is on my list of must-haves when it comes to an MMO, because I know the nature of the beast. This healer excrement is...anti-complexity. I've played IDLE games with more interactivity than FF14's healers.
The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.
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