I mean, you can love or hate MP, but that design really isn't a healer-specific issue. And trying to introduce it to healers only would just cripple them.



I mean, you can love or hate MP, but that design really isn't a healer-specific issue. And trying to introduce it to healers only would just cripple them.

i resign as Scholar from 2.0 ARR to now it is too boring, broil broil is simply too much toil ......healing isn't a challenge anymore and no thanks to ultimate. I am now full time Red Mage and it is so much fun. As this is the forum post for quitting healing sadly for now I do and it feels liberating to let go.


Healing has become more frustrating to play as we delve deeper and deeper into "content that can be healed entirely without losing dps" because other players' mistakes and the lack of action from cohealers quickly removes the enjoyment of playing optimally.
Bumping this thread back to the first page; After having resubbed, I tried all the healers again to see if maybe it was just burn out, and I still feel the same way that I did back when I posted in this thread a few months ago, and my decision to quit healing wasn't the wrong one. It is still the same boring 1 button mess with very little to heal.
I've been playing healers in PVP recently and they're all very fun there for what the mode is. It's interesting to me as a SCH player that they embraced some of the roots they've tried hard to move it away from in PVE with the DoTs and plague/disease, especially giving it a new AoE skill called Mummification. SCH, as far as I'm aware, is the only job with two DoTs in PVP (well, 1 DoT and a debuff, but it reuses Miasma's DoT icon) which shows that in some form, it's still considered apart of SCH's identity somewhere; I just don't understand why our PVE kits specifically have to be so bland across all the healers while they manage to play differently in a similar amount of buttons in PVP.
PVP has shown that they're capable of coming up with great ways of retaining job identity while managing "button bloat." Why are we not afforded this consideration in PVE content? Why are we consistently the one role where they seem to put no care into how we have fun in the content that we play this game for? Please, just let there be some communication here. We "complain" because we love the game. Contrary to what a lot of people seemingly think, healers don't hate to hate, we just know it can be so much better if you'd take the time to listen and talk with the people that love this role and want it to be the best it can be. I get that balancing an entire role that none of the developers seemingly enjoy is a complicated task, but please start considering the players' fun first and foremost. After all, if it's not fun - why bother?




The only time I play healer these days is in PvP because shockingly, it seems like the PvP Job Designers were allowed some degree of freedom and creativity.



But healers in PVP aren't really healers. Don't get my wrong they're fun in their way... but... yeah.
Also, pve can't really expand into the same spaces pvp does. Having jobs with lots of CC just doesn't work on a game so centered around scripted boss fights. Having MP support and similar doesn't work for the same reason - when the fight is exactly the same every time, either you need extra MP all the time, or classes are self sufficient and need it none of the time. It was also a huge pain to try to convince people Repose and Fluid Aura were useful is Eureka/Deep Dungeons/etc and shouldn't be erased (and that battle was still lost).
pve healers just can't go in the same directions.
I can understand why though. Healers in MMO's have always been problematic and either very hard to kill or required heavy downsides to balance. FF14 PvP loosening the impact of the trinity, while still keeping a little of the flavor works better imo.
But while PvE healers can't go in the same direction as PvP, the point is more that PvP jobs are more designed with fun in mind. WHM with a gap closer, giant laser beam and instant Cure III on a proc and whatever are changes we could only ever dream of in PvE, where we're essentially playing the same bland job as we did in ShB with a few QoL tweaks and Overheal plant on a ridiculously long cooldown. Or AST in PvP getting things like Doublecast while PvE gets Astrodyne that is basically just a fluff Lucid Dream.
Obviously they can't go nuts in PvE and balance is more important, but PvE healing could still seriously do with a good dose of fun injected into the toolkits, instead of such a high focus on "not making it stressful" and bland efficiency.




Balance is absolutely a detriment to the game.
Meta slaves loose their collective shit if their favourite job is like x% below some else's. Or they operate under the assumption that everyone plays perfectly therefore you don't need [x] ability. Now all we have left is [increase DPS by x%].
It's high time we discard that unrealistic goal of achieving perfect balance. We've seen where it leads for two expacs.
>>>>> And, no, it doesn't mean go from one extreme to the other. <<<<<
But I'd happily play a weaker class if it is fun to play. Many jobs aren't, I'm sorry. Especially in conjunction with brain-dead content.
PvP healers are healers, let's get rid of this misconception once and for all. Being a healer doesn't necessarily mean you are a healing totem whose only life purpose is to heal people once they take 1 HP damage. Healers heal, buff, debuff and mitigate. PvP healers can do all of that.
PvP understands that the game revolves around DPS and designs healers accordingly. Good healers - crystal rank good - know how to get the most out of their skills and will do exactly that. A WHM, for example, has Cure II, Cure III, Protect, Aquaveil and Temperance (+ AoE Regen) and Afflatus Purgation. A good WHM will use the tools at its disposal to maximum effect, which means defeating your enemies and protecting your party.
PvP healers work because DPS and healing (as an umbrella term which includes heals, buffs, debuffs and mitigations) work together and not separately as in PvE. You DPS because you need to kill your enemy and because DPSing unlocks tangible benefits.
No one is asking for PvE kits to become 100% copies of the PvP ones. We are asking for PvE to be fun and engaging again and there is a lot of inspiration to be taken from PvP. Saying that the two modes are completely different just exposes the same short-sightedness and blandness the devs decided to embrace in ShB.
What speaks against:
- Deployment Tactics becoming a core SCH skills which can be used to spread Galvanize, Biolysis, Chain Stratagem and Protraction?
- Expedient granting Recitation so SCH can get more free healing?
- Eukrasian Dosis granting a shield to your Kardia target?
- Addersting being generated once the Kardia shield is depleted?
- Toxicon becoming an oGCD?
- WHM getting Seraph Strike and Afflatus Purgation?
- AST getting different cards again?
- AST getting Doublecast?
Why can't SGE get Mesotes as a regular skill in PvE at level 82, instead of Krasis which is completely forgettable? Make it a ground AoE skill that reduces damage by 10% for anyone standing in it, granting the buff Mesotes. Once damage is mitigated, Mesotes changes to Lype which deals damage over time to enemies standing in the circle. Surely this is better than Krasis and works perfectly fine in PvE?
Why can't WHM get Seraph Strike instead of Divine Benison? It can have the same potency as Stone/Glare, act as a gap closer, grant Protect to nearby enemies and allow an use of Cure III as on oGCD. If the skill is too powerful, you can remove protect or maybe make Cure III weaker than its GCD version.
Why can't WHM get Afflatus Purgation as the level 80 capstone, replacing Temperance? Still same potency as Glare (with AoE damage), so you don't use it as a DPS skill only, similarly to Pneuma or Macrocosmos. Deals damage to enemy in a straight line and grants Temperance (could be 10s). 60s cooldown. This is surely better than Temperance and works perfectly fine in PvE? It reduces Glare spam a bit (even more if you give WHM Seraph Strike too) and it introduces a choice between Seraph Strike and Afflatus Purgation (one requires you to be in melee range and party members are required to be nearby, the other one gives you more freedom in terms of positioning).
This is the direction PvE healers need to go and this is also how you encourage casuals to DPS as a healer because they can see that DPSing is not something that evil elitists force them to do, but something that contributes to their healer duties in a direct and tangible way.
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