



Fyi you can write more than 3000 words limitation if you edit your first post. Handy to know if you want to make lengthy posts.
Encounter design says no.Agreed. Make oGCDs for utilities and buffs and give more gcds. That would help the issue of not healing enough, now it would force healers to actually use their gcd to heal, meaning less time to dps and more focus on healing.
I don't agree with seeing things as a dps penalty, rather it is better to just do dps where you can and that is it. Square should FULLY shift the focus to healing. A change like removing healing oGCDs would help a lot. Even if they left all healers dps buttons as normal but maybe gave them a few more short cd ogcd damage abilities so it instead doesn't hurt your healing.
Time to really change the perspective on healers, because you are meant to HEAL.
Silly argument. If they can change healers to heal more, they can change the encounter design damage required or change the DPSers output. This is a design philosophy discussion. Frankly, as a healer in several MMOs, FFXIV's healer model is among my least favorite, because I'd rather be healing as much if not more than DPSing. However, Square has made it pretty apparently they think we'd rather be another DPS with a bad DPS rotation that throws the occasional heal.




...Easily? What have you been playing? Name me a game where you spend nearly all of your time on a support class spamming heals to keep your party from the brink of death. Because in most RPGs, healing uptime is nowhere near "constant". In fact, this phenomenon is VERY narrowly confined to MMOs with attrition healing models. Most MMOs I've played have me healing a bit more than XIV does, with WAY more to do in downtime. And don't get me started on single player RPGs. I'd struggle to name one where I average more than one healing cast per combat.
"Healers should HEAL ONLY" is the bubble.
Which is unfortunate, because Square is completely ignoring how many healers have asked to have more to do beyond healing.
Anyone who thinks Healers shouldn't DPS whatsoever is basically not worth listening to about "design philosophy" in this or any game.
Looking forward to monks getting positionals removed to appease players who yet again don't even play the job at the level cap on a regular basis if at all, followed by interest in the job plummeting to previously unknown levels of "complete lack of interest" for endgame content, followed by yet another half-hearted apology from SE claiming that fixes are still coming.


Interesting! I'll keep that in mind next time.
Here is the thing though. I am not arguing SE should increase the amount of healing so that we get to use our GCD heals more. That change would be absolute horrible for less skilled players. What I'm arguing is that they gave us too many overpowered oGCD heals and basically abandoned GCD heals in their healer design philosophy (outside of giving us largely useless GCD healing buffs on 2/3 min cooldowns). Nobody is gonna Succor / E.Prognosis before a raidwide AoE when a Lustrate/Ixolche is a lesser DPS loss, even on SCH whose AF stacks are tied to damage, unless it's crucial for survival. By simply removing focus from oGCD heals and making GCD healing mechanics that see a similar return on investment for DPS like a lily system (though pls DPS neutral this time) half/a third of our toolkit wouldn't be abandoned / outdated in endgame content and we'd have much more room in our toolkit for Supportive / Offensive Abilities and just more mechanics in general. "Cure II but oGCD", "Medica I but oGCD" these are very boring oGCD skills. These mechanics should ideally be DPS neutral so Healing DPS wouldn't change and the required amount of healing wouldn't change. The only thing that would change is our Healing Kit would be more focused and not bloated like its currently is. This game teaches GCD healing for like the first 50 levels so i'm glad to see new healers are being fed useless knowledge for a good portion of their playtime. I really wonder why there are so many poor performing healers in this game.
Limited leveling roulette is a blessing btw since i don't have to worry seeing Sastasha ever again and having to move Cure I/Benefic I on my hotbar.




Agreed, and this is often what vets mean by increasing complexity. No, I don't necessarily want 1-2-3 combos like several of the DPS do. Where's the interactivity? What happens when you cast Verthunder? Well there's the damage of course. You also get black mana. There's also a chance to proc Verfire. You can force this proc via Accelerate, or fish for it with Swiftcast. Holy crap, that's several things that could happen! Several choices you could make! And depending on the proc, or the total black mana you have at the end of that cast, it could modify what you spend your next GCD doing.Here is the thing though. I am not arguing SE should increase the amount of healing so that we get to use our GCD heals more. That change would be absolute horrible for less skilled players. What I'm arguing is that they gave us too many overpowered oGCD heals and basically abandoned GCD heals in their healer design philosophy (outside of giving us largely useless GCD healing buffs on 2/3 min cooldowns). Nobody is gonna Succor / E.Prognosis before a raidwide AoE when a Lustrate/Ixolche is a lesser DPS loss, even on SCH whose AF stacks are tied to damage, unless it's crucial for survival. By simply removing focus from oGCD heals and making GCD healing mechanics that see a similar return on investment for DPS like a lily system (though pls DPS neutral this time) half/a third of our toolkit wouldn't be abandoned / outdated in endgame content and we'd have much more room in our toolkit for Supportive / Offensive Abilities and just more mechanics in general. "Cure II but oGCD", "Medica I but oGCD" these are very boring oGCD skills. These mechanics should ideally be DPS neutral so Healing DPS wouldn't change and the required amount of healing wouldn't change. The only thing that would change is our Healing Kit would be more focused and not bloated like its currently is. This game teaches GCD healing for like the first 50 levels so i'm glad to see new healers are being fed useless knowledge for a good portion of their playtime. I really wonder why there are so many poor performing healers in this game.
Limited leveling roulette is a blessing btw since i don't have to worry seeing Sastasha ever again and having to move Cure I/Benefic I on my hotbar.
What happens when you cast Regen? Your target gets a regen buff. Your next action is entirely dependent on whether that was enough healing or not. Does it trigger anything else? Does a gauge increase? Is there a combo action? Is there a proc? What about a different ability that allows you to do XYZ to anyone with your regen buff active? Oh none of those things? Greaaaat.
How about Cure 2? Oh also nothing? Tetragrammaton? Woo, nothing! Benediction? Also nothing! You see where I'm going with this.




Don’t get me wrong. That’s one of the reasons maining heal is what I want in any MMOs: I want to heal and be responsible with it.Silly argument. If they can change healers to heal more, they can change the encounter design damage required or change the DPSers output. This is a design philosophy discussion. Frankly, as a healer in several MMOs, FFXIV's healer model is among my least favorite, because I'd rather be healing as much if not more than DPSing. However, Square has made it pretty apparently they think we'd rather be another DPS with a bad DPS rotation that throws the occasional heal.
Right now FFXIV encounter design vs job design is insufficient to fulfill half of that reason. They just refuse to for whatever reason. It’s an awkward corner they’ve created and cornered themselves into.
/shrug
ill forever miss time dilation.... we cant even have the most basic interaction of extending regens in this game, because apparently healers will have an aneurysm if they have to think about how to use their abilities for more than 2 picoseconds.
Sorry but it has to be said.
I don't want to be a healer that just heals and never does anything else, but a different flavour of healing, that is an incredibly boring playstyle that would make even less people want to play the job.
Yes having a single main GCD damaging spell isn't inspiring but it's better than press heal, press proc heal, press heal, repeat and nauseam.
It's also not the FF healer way.
Every FF game, since the very first, healers have done dps. It's a series staple and not going away any time soon.
If you're using your OGCDs correctly, you'll rarely if ever need your GCD heals, GCD heals are back up and not your main source of healing, this has been true for a while.

But no one is saying that. It was said earlier we want choices and internconnectedness. Red mage was a great example of a job where abilities interact. Why can’t healers have something like that? Whm does a bit with Lilies but they didn’t expand on it which makes no sense.Sorry but it has to be said.
I don't want to be a healer that just heals and never does anything else, but a different flavour of healing, that is an incredibly boring playstyle that would make even less people want to play the job.
Yes having a single main GCD damaging spell isn't inspiring but it's better than press heal, press proc heal, press heal, repeat and nauseam.
It's also not the FF healer way.
Every FF game, since the very first, healers have done dps. It's a series staple and not going away any time soon.
If you're using your OGCDs correctly, you'll rarely if ever need your GCD heals, GCD heals are back up and not your main source of healing, this has been true for a while.
Look how both dancer red mage and yes bard even though bard lost some connectivity w their dots these classes show how depth can be had between the spells skills abilities
Healers want that too especially sense they won’t give us more than a spam dmg button
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