In terms of vitalness yes, core is a joke in all regards but it’s becoming so narrow that even savage is way way to light on healer responsibility. They say bare minimum is required but that’s not even that, worse so if you have a warrior then you become a SMN main for 10min spamming a buttton like Dosis

I think they know the moment the make an entire expansion hard like World of Warcraft's CATA people will start fleeing. Also making the joke race real and making the next expansion a disney movie to make fun of the customers who wanted things easy helped more people deciding to drop their subs.
Ulimate is for like you said the 1% of players and no one cares about that content. Trying to get a random group for this content as a Tank or Healer is impossible. You have to be in a guild or have friends into BDSM and hardcore content who like that sort of thing.
If this were true you wouldn't be continuously making threads on the matter. Sometimes you have to continue asking to get what you want, hence why it keeps getting pushed by the players. Ask the PVP community if it felt ignored lol1) We've done this on the healer forum time and time again, and that feedback has been ignored. Multiple highly upvoted threads with TONS of great ideas.
A Summary of Healer Issues (208 upvotes)
Thoughts on why SE needs to hire a dedicated Healer job designer (168 upvotes)
The Healer Double Standard (139 upvotes)
These are going back 3+ years. Probably more I've missed. The job as a whole has been in the toilet for a while.
2) It's not our job to give solutions. We don't get paid to design this game, and our feedback is routinely ignored anyway.




I mean, SE acts like we're asking for Savage content in dungeons.I think they know the moment the make an entire expansion hard like World of Warcraft's CATA people will start fleeing. Also making the joke race real and making the next expansion a disney movie to make fun of the customers who wanted things easy helped more people deciding to drop their subs.
Ulimate is for like you said the 1% of players and no one cares about that content. Trying to get a random group for this content as a Tank or Healer is impossible. You have to be in a guild or have friends into BDSM and hardcore content who like that sort of thing.
I've said that all expert dungeons in Shb, for instance, should be the same level of difficulty as Mt. Gulg and Amaurot. Both leveling MSQ required dungeons and ones that were CERTAINLY more challenging than Heroes' Gauntlet and the laughable Pagalthan.
For EW they've gotten WORSE in their experts. I studied the bosses in the Lunar dungeon and I need to record it to verify but the time between unavoidable AOE damage and tank busters on the last two bosses can CERTAINLY be reduced its laughable.
We aren't asking for much as far as increased healing goes.
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
Agreed, the devs arent stupid they are fully aware of the healers skills but their excuses are utter nonsense. “We don’t wanna pressure the healer in 4man content without another healer” meanwhile in 8man content both healers are bored senseless and even in savage fights they are twiddling their singular spell. This isn’t a kids game we don’t need this type of coddling and the reason why most do because they don’t wanna try and love the idleness of a reward expected rather than a reward earned. Yoship has spoiled the players rottenI mean, SE acts like we're asking for Savage content in dungeons.
I've said that all expert dungeons in Shb, for instance, should be the same level of difficulty as Mt. Gulg and Amaurot. Both leveling MSQ required dungeons and ones that were CERTAINLY more challenging than Heroes' Gauntlet and the laughable Pagalthan.
For EW they've gotten WORSE in their experts. I studied the bosses in the Lunar dungeon and I need to record it to verify but the time between unavoidable AOE damage and tank busters on the last two bosses can CERTAINLY be reduced its laughable.
We aren't asking for much as far as increased healing goes.



The problem with "increased healing" requests is that there is a wide disparity in how non-healers play. Between not gearing up properly, not popping mitigation, and not respecting mechanics, it is too easy for the average casual player to keel over if they aren't bothering to learn how to play. And FF XIV is designed around the accessible notion that players really don't need to learn how to play the game.
While I would like to think that we could balance some X amount of more damage to heal, the reality is that it is *extremely* probable that any more damage would result in on average more wipes, which in turn would result in more conflicts between players, more complaints lodged at the game for slowing grinding down, and more players quitting the game for it being too difficult/toxic. The way the game is designed now is to create robust party composition by having so many redundancies that it is difficult for players *not* to clear as long as they have either a decent tank *or* healer and ideally at least one decent DPS.
And here's the rub. I don't mind wipes (most of the time), overcoming them shows character and cameraderie. I don't play content unless I am prepared to have to work for it, and when I do have to tap out I generally recognize that it due to *my* preparedness, not my parties'. So I think the game's community *could* benefit from being less grind-oriented and more okay with slowed down content. I think the game's community *could* benefit from being encouraged to communicate more.
But I also recognize that this is a pipe dream for two reasons. The first is that the majority of people who engage in online content generally want to avoid social responsibility, so the toxicity is never going to go away no matter how easy or difficult the content is. And the second is that, even if toxicity were minimized and players adulted up and learned to communicate and respect each other better, any increase in difficulty would still result in a drop-off of subscriptions because players would either get frustrated at not being able to do the mechanics, or simply wouldn't have the sort of low-brainpower destressing activity they might be expecting from XIV.
And I recognize that is huge amount of defeatism to infer from just wanting to do more healing, but it is the reality we are facing. FFXIV's success has been soundly defined by *reducing* complexity and difficulty. The game it is now just doesn't want to overburden players with strategy, at least the sort that requires optimal use of abilities. Instead it has decided to *downplay* the importance of which buttons players are clicking in casual content, and instead *upplaying* a more visceral, visual, and direct form of gameplay that is effectively just attacking and dodging. And while I definitely have doubts as to the longevity of this paradigm, they do appear to be sticking it for the immediate future because it *sells*.
It's time to stop asking and start demanding.
Yoshi-P needs to either nut up or shut up. No more of this "please don't bully us uwu" bull crap.




They can stick with it all they want but they need to face these facts:
They can technically bring out a TB more often in Dungeon Content, specifically Expert as well as AOE.
We have many oGCDs and we're going to burn through them before we even TOUCH our GCDs (...except WHM, sorry). This design is a problem, however, because we're never pushed enough to USE our GCDs when everyone plays well (strictly speaking of bosses not trash mobs) and thus we have few mana problems (which makes piety useless, again sorry WHMs) and an overbloated kit.
Even if they don't want to bring Expert Dungeons in line with leveling dungeons, the same can still be said for Raids, EX and Savage. And EX and Savage have 0 excuse for not testing 2 tanks and 2 healers.
So, if they want healing to be lax, fine. BUT we need a skill pruning then. They cannot have low healing and too much healing abilities. One or the other has to give.
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
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