Hopefully they make the next EX as healing intensive as Barbie to help push people into being used to that level of healing, that EX gives you one hell of a workout in conjunction with all the constant movement.
Barbie is easily one of my all-time favourite Ex on healer because it doesn't rely on smoke and mirrors for mechanics, they're all fairly straightforward but feel more engaging to execute well than some rocket science platform turn with other stuff going on that ultimately ends up as "look at the spot and then go to this marker, done". And it has fairly constant damage going out but none of it requires the party to mitigate well to survive. If they do it, great. You can get away with less or even zero GCD heals depending on your co heal. If not, you can still handle it.
On top of that there are several mechanics where people tend to eat extra but it's all manageable. Someone eating a stack before tumults? Sprinkle single target heals in for them in addition to your aoe heals.
And the movement also makes you plan ahead a bit because you know part of the party will out of range on certain mechanics but still need healing.
Honestly, it's probably one of the best fights in this entire game for decently accessible "healer training".
Instead of huge damage spikes you have more constant damage and even tumult can be handles with little to no mitigation from the others but most people naturally use something because it's clear it's one of the mechanics with higher damage.
I hope we see more of this sort of Ex instead of fights like Zodiark that just try to confuse you with smoke & mirror mechanics but are ultimately braindead easy to execute once you know what to look for with nothing going on damage-wise.
I don't understand why they so adamantly refuse to acknowledge the many complaints about healers brought up again and again.
Every time anything healer issue related is talked about it is treated like the biggest surprise no one could have ever seen coming.(sprinkle in a lot of long pauses, sighs, deflecting and "we have to look into its")
The YoshiP quote from the live letter on the previous page feels pretty insulting, it reads like trying to blame the players for not knowing what they want. Instead of reflecting on their decisions to dumb down healer gameplay since Stormblood they just sit by while veteran players all jump ship and the current players who don't know any different get overwhelmed.
So instead of raidwides taking people to 10% they now oneshot without mits and shields and the rest of the time we're still pressing 111111111111. That's not what I mean when I say I want to heal more. I want to heal more often. Not twice a minute. Constantly.Ok, we are told that (healers) are free, which is why healers tend to focus on firepower instead, and we should give healers more situations where they need to heal, and we increased the healing work required here...well I mean for the entire expansion and we did it but as expected this happens....so what are we supposed to do now hahaha...
Heals are too powerful, there's too much downtime, all the major heals are oGCD and damage is spiky. WoW started to resolve these issues 8 years ago. Take notes Yoshi? https://www.youtube.com/watch?v=sgr9phUoU4A&t=168s
Just some clarification on the green part, the reddit discord went over it again and here was the result
A meme referring to "Healer slots being so open and available in PF due to so little healers willing to join recruitment". There's also a DPS equivalent of such meme, called "Red River", where the excessive amount of DPS slots open for Ranged role. The "Red River" meme usually applies to PFs with practice parties as their objective.
the issue with that is that as you get more gear, that 'extra, more constant healing' gets more and more ignoreable, up to the point where it's not even noticeable. in FF that'd mean we'd just go back to where we are now, in WOW they have a solution for it, they bring less healers, by having one of the healers swaps to a dps spec so they can pump more damage. since we can't just 'change specs' and fights are designed around having 2/2/4, ie stack markers targetting the healers specifically, we can't just 'change to a dps spec' when there's less healing required, so the solution is to give us more dps interactivity in our healer kits. This would also make MSQing and solo instances less boring, as it's pretty sad to be the WOL and our world renowned battle prowess is that we can throw lots of rocks at the enemy.Heals are too powerful, there's too much downtime, all the major heals are oGCD and damage is spiky. WoW started to resolve these issues 8 years ago. Take notes Yoshi? https://www.youtube.com/watch?v=sgr9phUoU4A&t=168s
Last edited by ForsakenRoe; 10-11-2022 at 04:33 PM.
fair, because nobody ever wants to play phys rJust some clarification on the green part, the reddit discord went over it again and here was the result
A meme referring to "Healer slots being so open and available in PF due to so little healers willing to join recruitment". There's also a DPS equivalent of such meme, called "Red River", where the excessive amount of DPS slots open for Ranged role. The "Red River" meme usually applies to PFs with practice parties as their objective.
Once upon-a-time agoFFlogs ranked solo-healing on the same level as duo-healing and people were excluding two healers from PF more often then I'd like to remember. We'd instantly see solo-heal become the norm if logs went back to that, but it would be unhealthy for the game.the issue with that is that as you get more gear, that 'extra, more constant healing' gets more and more ignoreable, up to the point where it's not even noticeable. in FF that'd mean we'd just go back to where we are now, in WOW they have a solution for it, they bring less healers, by having one of the healers swaps to a dps spec so they can pump more damage. since we can't just 'change specs' and fights are designed around having 2/2/4, ie stack markers targetting the healers specifically, we can't just 'change to a dps spec' when there's less healing required, so the solution is to give us more dps interactivity in our healer kits. This would also make MSQing and solo instances less boring, as it's pretty sad to be the WOL and our world renowned battle prowess is that we can throw lots of rocks at the enemy.
I thought this savage tier was awesome tbh. The higher amounts of damage really made the healing feel more important. (The latest ex was also a step up too; I approve). As for PF... honestly the big problem there is you have to deal with people that really underestimate their own mitigation tools and expect you, as the healer, to make up for it. I mean, this has always been a thing among dps and tanks but this tier the mitigation they have has a much higher impact because the damage is just much higher. When, like, half your group hardly uses their mitigation, healing can be a pretty brutal experience.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.