I don't get why people think that because they're anxious about playing healer, that means that healer is challenging. That's a you thing, not a game thing, friend.
I don't get why people think that because they're anxious about playing healer, that means that healer is challenging. That's a you thing, not a game thing, friend.
I am sure people are sick of me saying it but I will say it again here. I would rather they roll more support aspects into the healer role than just give them DPS rotations. I feel like giving healers a DPS rotation or a burst phase of any kind will make them feel more like DPS with some healing abilities than healers. Even though the amount of healing abilities will greatly outnumber any DPS options they have, the fact that you spend far more time utilizing your DPS rotation or whatever else they provide will make them feel more like another DPS job than any kind of real healer. Support abilities are very hard to balance though, and depending on who ends up doing what can make one job essential and another useless.
There's an awful amount of MMORPGs from the past to now, that knew that not each healer needs to play the same. Otherwise what's the point of different jobs of healers to exist. Every type of healer that you often see healer mains like myself mentioning has room to exist, especially with four healers being present. A DPS healer, Buff healer, debuff healer, crowd control healer or whatever. That's really where we should be and we could have been there if they didn't go down the route to make all healers play like WHM. Even more aggravating that WHM mains for quite sometime have been asking for more but instead they go down this route. SE knows how to make interesting and engaging healers, they're just catering to those with heal anxiety/lazy healers instead of those who enjoy the role. I seriously miss the days of being able to progress the story on SCH and not be bored out of my mind..sigh..
I mean I too would rather not have more dps. The thing is encounter design doesn't support it. Would I rather AST cards not all be balance clones? Yes. Would I rather Bard give the party more than measly damage ups? Yes.I am sure people are sick of me saying it but I will say it again here. I would rather they roll more support aspects into the healer role than just give them DPS rotations. I feel like giving healers a DPS rotation or a burst phase of any kind will make them feel more like DPS with some healing abilities than healers. Even though the amount of healing abilities will greatly outnumber any DPS options they have, the fact that you spend far more time utilizing your DPS rotation or whatever else they provide will make them feel more like another DPS job than any kind of real healer. Support abilities are very hard to balance though, and depending on who ends up doing what can make one job essential and another useless.
The thing is for support to matter outside of dps, the encounters need to reflect that and various classes would need an answer to that in some way so not one is excluded. For example say we have a boss that has a consistent mechanic that requires a cleanse and healers didn't have Esuna (I know they do, roll with the example pls). We're also going to ignore 4-man content for a moment. This would mean that all 3 ranged have answer so MCH and DNC aren't excluded simply because they don't have an aoe cleanse like BRD does while ALSO making it so it isn't a mechanic that parties can't outright ignore (like most healers currently do with Esuna-able dots). Oh and make it so it isn't a role ability, so they're actually different effects between the three ranged.
Is that hard work? Yes. Is that something we can see? Not without a significant overhaul.
Is it therefore, easier to ask for more dps options? Yes. Hence why we do.
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
Yep, ultimately it didn't matter that Scholar had five damage buttons, or White Mage had two dots, people were not clearing savage at numbers they did not feel was acceptable. It took EM almost a month to world first A8S. One could say it was ultimate difficulty before ultimate existed. A6S tore up a lot of raid groups that tier, and the gauntlet-style fight probably led up longer progression for many. It was also the last time they ever nerfed a savage fight while it was still in lockout relevancy as well. So they knocked Savage difficulty down a few notches beginning with Creator and they have been happy with that standard ever since. Ultimate was kind of a way to get back some of that same single fight difficulty, it's just one fight and diehards will always throw themselves until it's clear and still say there isn't enough. It'll probably never end, or do something to bust the cap on difficulty.Who said anything about combos? That is your inference not mine. Even if they were to do combos, Dancer's aren't interrupted should they press their procs. They could easily design them around proc based gameplay not unlike Sage's Toxicon system but more refined. QooEr brings up the better argument though. Scholar used to have five buttons to achieve its DPS and not a single one of them interrupted their healing. Ironically, they actually healed more back then compared to nowadays because we lacked the sheer number of overpowered oGCDs. I'd also like to point out Heavensward and Stormblood debuted the hardest content this game has ever seen and yet none of the healers struggled to perform their base role (healing) yet apparently reintroducing those same abilities will cause wanton panic and break all the healer balance.
What absolute nonsense.
Game play of healers got more watered down simply because erosion of dps buttons and more oGCD buttons, coupled with lesser savage difficulty. It all adds up, and they haven't really gotten it back. Their balancing team has some interesting standards once people get past minimum ilevel. Week one savage final floors with full min ilvl-penta only, and stuff like LL phase in TEA are probably the highest peaks of healer difficulty left in the game.
Healers just need more options for when healing is not needed, I don’t care what they get so long as they get something, anything to break up the monotony of nuke spam.
Content is never going to do this for any skilled player that knows what they are doing and have mapped out their cds, however I shouldn’t also want to have the worst possible group in duties to have enjoyment on an entire role. I had a healer in Expert outright say when I looked away and fucked up a mechanic “Finally something to do” , that’s not a issue with the person that is an issue with the content AND the job design not compensating for each other when one of them lacks oomph.
Go do Ultimates is a very shortsighted and quite frankly insulting response to try and put down the long standing healer complaint that people are bored especially when Ultimates do not even break this up either.
I have been a DNC main since ShB started because I did not like the direction they took healers and I am glad I did because it seems they will never get the actual problem of why people complained as much as they did during the lead up to ShB and beyond.
Healers have ALWAYS been green dps in FFXIV, and I sure hope it won't change, although I wouldn't mind more engaging healing.I am sure people are sick of me saying it but I will say it again here. I would rather they roll more support aspects into the healer role than just give them DPS rotations. I feel like giving healers a DPS rotation or a burst phase of any kind will make them feel more like DPS with some healing abilities than healers. Even though the amount of healing abilities will greatly outnumber any DPS options they have, the fact that you spend far more time utilizing your DPS rotation or whatever else they provide will make them feel more like another DPS job than any kind of real healer. Support abilities are very hard to balance though, and depending on who ends up doing what can make one job essential and another useless.
People don't need to agree that SE should add more DPS or buff of whatever.
We just need to agree that healing is not (and hasn't been) in a good state for ages.
No damage enough to heal. And when we don't heal we have nothing to do apart from 1 button spam. In ANY content level.
People have tank anxiety but even so they have more things to do and are less boring than healers (not saying that tanks are in a good situation tho).
Eh I think complaining from the "not enough damage" perspective is not very tenable the way XIV is designed. The devs prioritize and the game has flourished under a philosophy of accessibility, and making the core job duties too difficult just isn't a direction the devs are likely or willing to take the game.People don't need to agree that SE should add more DPS or buff of whatever.
We just need to agree that healing is not (and hasn't been) in a good state for ages.
No damage enough to heal. And when we don't heal we have nothing to do apart from 1 button spam. In ANY content level.
People have tank anxiety but even so they have more things to do and are less boring than healers (not saying that tanks are in a good situation tho).
I'm all about giving healers more downtime options instead of just upping the damage (as downtime happens everywhere) but one thing is caring for accesibility and another different one is having a completely unbalanced healing, having easier dungeons while leveling and good tutorials are for accesibility, echo is for accesibility, having all the max level dungeons, both of the current extremes and the first floor of the current savage tier cleared without healers is a case of unbalanced healing.Eh I think complaining from the "not enough damage" perspective is not very tenable the way XIV is designed. The devs prioritize and the game has flourished under a philosophy of accessibility, and making the core job duties too difficult just isn't a direction the devs are likely or willing to take the game.
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