


Hehehe...
I had to stop myself a couple of times from posting since it was nothing but my inner healer main ready to scream when I heard him say that the first time...ah, yes. A developer that magically doesn't know how to make healers fun even though from HW to SB healers where in a good spot and only a few tweaks were needed vs them stripping us of having several dots, all 6 cards being unique and manipulatable, and all WHM needed was like a mini BLM dps kit... that's all we ask.. Healers who were struggling did not need to touch the other part of their kit. Just focus on heals until your skilled enough to use the other skills. That's the way it honestly should've stayed, so all healers could enjoy the role. Whether your good at healing or not.. but nah...
I'll stop there and say I couldn't like OP post enough! Ugh.. back to being a miner main lol

As someone who sucks majorly at healing despite having leveled them all and enjoyed them, even I have times where I get into a good groove or am with really good teammates and have nothing to do but spam my 1 attack button.
If I'M bored at my low skill level in these instances I can't imagine what it's like for higher skilled players who are choosing to go through the msq with a healer as a main and my opinion might be weird but personally I would rather be skill locked out of a dps rotation I can't keep up with on healers than have healer mains continue getting the shaft. Not every job needs to be for everyone and frankly the homogenization of roles has not been healthy for maintaining a healer population; most people who want the classes dumbed down are still going to main a dps or tank and only heal occassionally.
Last edited by magtuired; 02-20-2022 at 01:24 PM. Reason: Spelling




As a fan of the "old" scholar I liked that we used to have one healer job that had a more complex rotation.
But SOME people complained that it was "too hard" and so they took it away from us.
AST has been stripped down bit by bit in much the same way.
I think that the "pure healer" for people who want a straight forward, simple rotation should be accessible, and WHM was it for years. It's like they're afraid to allow one job to be slightly more complicated than any other, unless it's a DPS.




Funny thing is, difficulty isn’t even the core issue. It’s the engagement. Games doesn’t always have to be difficult to be engaging & there are many possible ways to make that happen.As someone who sucks majorly at healing despite having leveled them all and enjoyed them, even I have times where I get into a good groove or am with really good teammates and have nothing to do but spam my 1 attack button.
If I'M bored at my low skill level in these instances I can't imagine what it's like for higher skilled players who are choosing to go through the msq with a healer as a main and my opinion might be weird but personally I would rather be skill locked out of a dps rotation I can't keep up with on healers than have healer mains continue getting the shaft. Not every job needs to be for everyone and frankly the homogenization of roles has not been healthy for maintaining a healer population; most people who want the classes dumbed down are still going to main a dps or tank and only heal occassionally.
Healing being easy is one of the cause for sure, but let’s not beat the dead horse. They are NOT going to raise the difficulty nor we’d wish to see that happening. Yet, do people think honestly that healing is all healers do in XIV? (I am not accusing you e.e) If so, then I sure have plenty of time to /beesknees while I wait for my allies to drop low enough to receive heals. Ain’t that going to infuriate my party cause I’m not being an active participant of the duty? But hey, they can’t fault me! Nobody’s dying! I healed, I’m doing my job!
They are trying to make healing so accessible so that newer people will flock to healer role but makes very little effort to keep those players & the vets to STAY as healers mains.



Part of it is the game's evolution, and the toning down of savage difficulty since Alexander Creator. YoshiP was happy with the clear rates and they decided all savage from that point on would be similar difficulty, and they have lived up to that. You can probably add extremes were toned down too, Sophia was quite a drop off.
ARR was also a time when oGCD healing was not a thing. HW it started to degrade somewhat when Scholar got Indom and WHM Tetra and Assize, which were excellent tools for the time. So add in oGCDs, lower savage difficulty, better players over time, and lax balance tuning outside of week 1 gear, combination starts to make things feel a little comfortable.
"If you think it is boring because it's not tryhard enough then quit."
The other guy honestly wasn’t wrong. Ultimate is like a tiny percent of this games content.
I befriended a few ultimate players on this game , all they did was afk all day every day and didn’t even read the story .
I loved hanging out with them as people but didn’t understand why they kept subbing when they essentially beat the game and didn’t like anything else.
Somehow casuals think it's acceptable for them to tell others to quit, which is basically a politer form of telling people to uninstall.
I wish I can tell people to uninstall the game because they aren't tryhard enough!
Always cracks me up people keep subbing to a game that they don't find fun to play for literal years. Like how many times do the devs have to show you they do not give a DAMN about complex game mechanics or healer depth? It's been 5 years now. Wisen up. Hell maybe if the numbers drop a bit they might do something.
/checks thread
Oh, the usual suspects whining because the game isn't "hard" enough.
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