It wouldn't be so bad if they weren't so damn boring. Like geez, get some new material already.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.




Which we aren't rewarded for doing. Unless you mean our reward is being bored.Optimizing your healing is being efficient and minimizing overhealing and unecessary use of resources.
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.
(And yes I know killing the boss faster means less mechanics to deal with cause you can skip them with higher dps but that still creates a boring fight. We have more fun when things go wrong. That should never be the case.)
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 only read some posts here but since I finally got into the forums too, i just wanna spill this out too:
I began to dislike healing more and more over the course of Stormblood. Most fun I had was when my group did mistake. The more my group just did their things, not messing up etc. the less fun I had as I had nothing to react quickly to. More to that, the less I had to heal, the more I fell asleep by pressing 1 button and 2 other buttons every 20 sec or so.
I really wish to have a little dps rotation for healer jobs. Also a little healing rotation would be cool. As in... Trying to build up to some big healing. All we have are buttons we use over and over. Which isnt too bad but yknow... we have so many oGCDs that we rarely even press Cure2/etc
PLEASE... no 1 2 3. just merge the 1 2 3 into 1 button like in pvp
All of this made me go tank in ShB because i just did not like healing anymore. Now I also hate my drk even more because its not the HW drk anymore q_q
I didn't want to evaluate wether I find nukespam boring or not. That's a subjective matter. What is objective is the fact that getting better at the healing part of our job, optimizing healing, has the unavoidable consequence of reducing the overall time we spend actually healing. Therefore freeing us to do something else.Which we aren't rewarded for doing. Unless you mean our reward is being bored.
(And yes I know killing the boss faster means less mechanics to deal with cause you can skip them with higher dps but that still creates a boring fight. We have more fun when things go wrong. That should never be the case.)
Healing is situational by its nature.
As a game designer, you cannot neglect the "not healing oriented" parts of a healer's kit.
This isn't necessarily true fundamentally, especially considering other MMOs. IF they shifted their design philosophy a bit, they could make healing less situational by adding mandatory healing mechanics. It's not there most complicated thing to do.I didn't want to evaluate wether I find nukespam boring or not. That's a subjective matter. What is objective is the fact that getting better at the healing part of our job, optimizing healing, has the unavoidable consequence of reducing the overall time we spend actually healing. Therefore freeing us to do something else.
Healing is situational by its nature.
As a game designer, you cannot neglect the "not healing oriented" parts of a healer's kit.
Say what your want about WoW, bit at least they have the creativity to ensure your healers are always healing in their content. Like imagine a boss you couldn't damage, but had to heal to full to pass the encounter. There are many ways you could enforce more healing APM from players.
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.
Don’t get me wrong but all heal checks ff 14 ever had were either “heal too 100 % health or die “ ( stormblood stuff) or esuna some debuffs or the entire party and in case of eden 8 savage always the same role even.This isn't necessarily true fundamentally, especially considering other MMOs. IF they shifted their design philosophy a bit, they could make healing less situational by adding mandatory healing mechanics. It's not there most complicated thing to do.
Say what your want about WoW, bit at least they have the creativity to ensure your healers are always healing in their content. Like imagine a boss you couldn't damage, but had to heal to full to pass the encounter. There are many ways you could enforce more healing APM from players.
There is no mechanic were we have too esuna debuffs in a specific order or we have look what the boss does for a mechanic too esuna very specific ones so we don’t wipe.
For example p4s phase 2 has always the same debuffs for tanks and healer and the same for the dps( ok two different sets but they are always the same sets)why not make it that it is totally random. Even p3s has a healer mechanic that is just “heal yourself too full after every tower or just die”. That isn’t a good heal mechanic, it’s lazy design. And I’m not even a healer in my static and it still makes me mad. And don’t forget p2s we’re the debuffs the boss gives are always on the same roles dps and tank go away and rests stack with healer and again no randomness and it’s not even a hard mechanic. Atleast e12s phase 2 had the decency too give all people all debuffs in advanced relativity.
If you had a lot of incoming damage to deal with, the skill and challenge comes in where you can balance healing with doing as much dps as possible.
Constantly pressing glare and occasionally pressing an over powered ogcd and the odd occasionally gcd heal if required is not fun and nor is it really a show of skill.
Also a healer should not be out dps’ing a tank who has more dps skills.

I really like the idea of "ordered healing" as a mechanic too that'd be interesting but I wonder if the reasoning is because of cohealer coordination. Imagining my cohealer just spamming aoe heals while I'm trying to heal them in order or remove debuffs in order gives me the shakes.
That being said having a debuff in Savage where "All heals are damage to the party" unless we remove them would be super intense as you then have to examine if you remove the debuff from the tanks first since they're taking autos and need to be healed, who do you cure next, etc.
There's a lot they could do I think. I remember one mechanic maybe it was an ultimate or something that involved healing an add or something?



The Sage design is terrible and sure won't ever use it in dungeons where your only healer.
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