Sign me up. I will happily take AST as a dps than a healer right now. Give me Damage Over Time abilities with Time Dilation to extend them.
And seven hells! If you want to give back an interesting card system on top, by all means!
Edit: Or y'know some kind of time based debuff/buff system. I'm not picky.
And I can predict exactly how he will answer that "low skill ceiling question"This is why I initially said the question had to be reworded. He gave the EXACT answer I was expecting him to give from that wording. Let's take this as a lesson and next time focus on the fact that the skill ceiling is too low and that in EVERY piece of content be it leveling or ultimate, we're still pressing 1-1-1 80% of the time.
We should really focus on gameplay changes for the role. NOT content.
Because he has said those exact words before, despite that stance not applying to a single other role.We want healing to be as accessible as possible while providing the least amount of stress
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]
If I could go back in time and post a healer question much earlier, this is how I would phrase it:
There continues to be a significant amount of healer player frustration regarding the lack of damage we need to heal and the lack of offensive abilities we can use when no healing is needed. Many of us veteran healers understand and sympathize with your team's desire to make healing more forgiving and accessible, but it shouldn't come at the expense of our enjoyment as well. We want to find a middle ground where healing can be forgiving, but also fun for players at high skill levels all the time-NOT just in savage and ultimate. If we cannot have higher healing requirements in casual content like dungeons and MSQ instances, can we please expand on each healer's offensive rotation to reach a similar level of depth that tanks have so that we have something fun to do when no healing is needed?
And the answer to that will be either in as following order;If I could go back in time and post a healer question much earlier, this is how I would phrase it:
There continues to be a significant amount of healer player frustration regarding the lack of damage we need to heal and the lack of offensive abilities we can use when no healing is needed. Many of us veteran healers understand and sympathize with your team's desire to make healing more forgiving and accessible, but it shouldn't come at the expense of our enjoyment as well. We want to find a middle ground where healing can be forgiving, but also fun for players at high skill levels all the time-NOT just in savage and ultimate. If we cannot have higher healing requirements in casual content like dungeons and MSQ instances, can we please expand on each healer's offensive rotation to reach a similar level of depth that tanks have so that we have something fun to do when no healing is needed?
"No."
"Why?"
"What was this question asking? Can we move on please?"
I saw something awhile back that pointed out how if you take your job stone and put it on a retainer or your chocobo saddlebag, it stops updating your search info. Reckon it'd stop updating SE's metrics as well, if that's the case.oh at this point i'm not touching healer anymore, barring some serious fundamental changes (which as shown will likely never come). the frustrating thing is that my account (and SE's metrics) will keep showing SCH get higher from here since i actually enjoy SMN.
it's fucking shameful.
It's wild how half of the tank rotations have only gotten more intricate and involved every expansion (ShB-EW WAR and HW-StB-ShB DRK being the big exceptions) and we've gotten cool self sustain tools to at least make casual content more palatable, but healers have gotten nothing of the sort. Every cool new tool they get only serves to somehow make the jobs less involved, because all of them are only designed for the highest levels of play and nothing else. The only way forward without them making content too difficult for casual players (which is not a good thing lmao) is to give them better DPS rotations, something which they adamantly refuse to do. I don't even play this fucking role and I still get frustrated at watching it; it's literally the only role the dev team adamantly refuses to improve.
I honestly would have preferred it if they didn't say anything at all.
Square believes that the overwhelming majority of healer players are nosepicking Sylphies with healthbar-related anxiety disorders. Every question about skill ceilings is batted away because they think only 5% of the healer playerbase is making a mountain out of a molehill; that the healing role is for nosepicking Sylphies. That's what healers do. Pick their noses and squeal about not wanting to do anything else. What is this tiny minority of weirdoes doing talking about healing feeling bad to play? That's how healers play! That's why we all play DPS guys, because healers being stupid and terribly designed is how healers work. If we wanted to play stupid, badly designed jobs we'd play healers.
This is not a mindset one changes with carefully worded questions, or even cartoonishly strapping someone to a chair and making them play a healer for a week. It's because they have a circlejerk in the dev room where none of them are interested in the role in the slightest. They think healers are SUPPOSED to play like this.
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