


Clemency is and has always been an emergency tool, and it's far better for it now that it doesn't break combos. Not everything has to be in standard rotation.I don't think people are salty, I think people think it is stupid. Cause it is pretty stupid and goes against Yoshi P role ideology 10 fold, which was healers are meant to heal not dps. Not to mention with all the added healing to PLD it makes there less of a purpose to even have clemancy (which no one used). I get tanks having a bit of sustain, but being capable of full sustain through out a dungeon or even some end game content it very bad design.




The problem has never been Clemency or that tanks have healing tools. The problem is that encounter design doesn't take into account that tanks have healing tools (and so do some dps outside of SW) and so does an entire role called "Healer".
Content design does not match healer toolkits. So either it should or so should the healer's kit. That has always been the problem and until SE wakes up an address it, it WILL ALWAYS BE the problem.
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



Clemency is the least anti-healer-synergy tank heal though, as 99% of the time you should not be using it as long as the healer isn't KO'd. It is a very powerful tool in clutch situations, but it does not step on healer toes in your average runs.The problem has never been Clemency or that tanks have healing tools. The problem is that encounter design doesn't take into account that tanks have healing tools (and so do some dps outside of SW) and so does an entire role called "Healer".
Content design does not match healer toolkits. So either it should or so should the healer's kit. That has always been the problem and until SE wakes up an address it, it WILL ALWAYS BE the problem.
And yeah, I agree the healer design vs. encounter design is the most glaring flaw in the game.
Last edited by ThorneDynasty; 04-17-2022 at 10:45 AM.
Ok, WHY do tanks have healing tools at all then? They don't need them to do their job - which supposedly is to hold agro while the healer heals them. Seems to point to a basic design problem with tanks....The problem has never been Clemency or that tanks have healing tools. The problem is that encounter design doesn't take into account that tanks have healing tools (and so do some dps outside of SW) and so does an entire role called "Healer".
Content design does not match healer toolkits. So either it should or so should the healer's kit. That has always been the problem and until SE wakes up an address it, it WILL ALWAYS BE the problem.
The problem is that most people here think healers are in the game to make sure the tank/dps can continue playing the game as they like. Its the healers job to babysit, not be an equal member of the game.
That is not a tank's role in FFXIV. The tank's role in this game is that of blue DPS. You are expected to output optimal damage output at all times. You are also expected to be able to survive by and large without heals for extended periods of time while the healers deal damage and/or babysit injured DPS. This has been the case since ARR.
That's their job in practically every MMO ever made. Here healers are at least expected to output as much DPS as possible while still seeing to their babysitting duties. There is no "healing" role here. They are green DPS. That's just the way it is. Just like tanks are blue DPS that have slightly more responsibility in that they prevent the party from getting murdered, healers are green DPS with slightly more responsibility in preventing the party from getting murdered.
Last edited by Absimiliard; 04-19-2022 at 09:57 PM.
If healers are "green dps", why is there rotation literally 1 button. Every healing job, its 1 friggen button (with a dot every 30 seconds).That is not a tank's role in FFXIV. The tank's role in this game is that of blue DPS. You are expected to output optimal damage output at all times. You are also expected to be able to survive by and large without heals for extended periods of time while the healers deal damage and/or babysit injured DPS. This has been the case since ARR.
That's their job in practically every MMO ever made. Here healers are at least expected to output as much DPS as possible while still seeing to their babysitting duties. There is no "healing" role here. They are green DPS. That's just the way it is. Just like tanks are blue DPS that have slightly more responsibility in that they prevent the party from getting murdered, healers are green DPS with slightly more responsibility in preventing the party from getting murdered.



Every healer main within a 50 mile radius on their way to repeat what they've been saying on every thread:
Jokes aside, it's because the devs think healers should only heal even though there's often nothing to heal.
I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.




Its not a problem with tank design. Its a problem with content design. Content should make use of the tools we have.Ok, WHY do tanks have healing tools at all then? They don't need them to do their job - which supposedly is to hold agro while the healer heals them. Seems to point to a basic design problem with tanks....
The problem is that most people here think healers are in the game to make sure the tank/dps can continue playing the game as they like. Its the healers job to babysit, not be an equal member of the game.
As healers that means our 8-10 healing tools.
As tanks? Their 5 or so mitigation tools plus w/e healing they have.
The point of my post is that content can hit harder but it doesn't because the devs thinks that we can't handle it when our kits CERTAINLY SAY we should.
And I've already gone on record saying that either content needs to stop hitting like a wet noodle or healer kits need to lose healing skills to make room for dps or support buttons. The post you quoted even says so.
This is made up.That is not a tank's role in FFXIV. The tank's role in this game is that of blue DPS. You are expected to output optimal damage output at all times. You are also expected to be able to survive by and large without heals for extended periods of time while the healers deal damage and/or babysit injured DPS. This has been the case since ARR.
This is also made up.That's their job in practically every MMO ever made. Here healers are at least expected to output as much DPS as possible while still seeing to their babysitting duties. There is no "healing" role here. They are green DPS. That's just the way it is. Just like tanks are blue DPS that have slightly more responsibility in that they prevent the party from getting murdered, healers are green DPS with slightly more responsibility in preventing the party from getting murdered.
Tanks primary function is holding threat (which is gone now), tank damage, and positioning the boss. There damage should almost always be negligible in a well designed trinity style game like this.
It is actually a problem with both content design and tank design. As the expansions have gone on there has been more of a focus on DPS > X vs survive mechanics and kill boss at the same time. When the content pushed for this mentality this is where you see people like the other guy refer to tanks as blue dps and healers as green dps, because really the content has just become a dps race.Its not a problem with tank design. Its a problem with content design. Content should make use of the tools we have.
As healers that means our 8-10 healing tools.
As tanks? Their 5 or so mitigation tools plus w/e healing they have.
The point of my post is that content can hit harder but it doesn't because the devs thinks that we can't handle it when our kits CERTAINLY SAY we should.
And I've already gone on record saying that either content needs to stop hitting like a wet noodle or healer kits need to lose healing skills to make room for dps or support buttons. The post you quoted even says so.
However, when you design tanks to both mitigate damage with high uptime, and self heal with high uptime it causes another issue where healers who's kit focus mostly on healing damage, becomes less valuable. Due to the shift in tank design, they no longer really have to worry about any sort of threat management, nor does any other class in the game. With the self healing and mitigation tools they have they don't really have to worry about surviving at all. It's not even very often tanks have to stun or silence certain mechanics any more. If you reduced tank mitigation skills by half, and removed the healing that tanks had, I bet healers would not complain as much, as they would have something to do.
So in a nut shell poor content design mixed with poor job design is what is causes these sort of problems. Personally DPS race content is just boring and that is sadly the direction this game has been going cause its got to appease the casuals.
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