I was referring to the 95%. I'm guessing you meant 95th percentile, but no, it wasn't clear. When someone says 20-25% and your reply is "95% <link>", the most rational way to read that is "Nope, not 20-25%; 95%, and here's my proof". That was why I even asked what percentile that was.
Seems YOU are the one that doesn't read people's responses before replying, since I said 'the reason I don't like Tank anymore' was because the responsibilities beyond 'do damage' were removed.
*cough*

Originally Posted by
ForsakenRoe
I'll tell you my reason, and likely the reason most others feel that way. It's because we were always Blue DPS. Always. But that was hidden, masked, obscured, by the extra responsibilities we had.
Again, the logical way to read that "We always were Blue DPS, people just didn't see it, but it's always been true just as true as it is now", which implies you were saying Tanks were Blue DPS back then, not "Tanks were not Blue DPS back then, they have not always been Blue DPS, they were Tanks with Tank responsibilities at one time, and those were stripped away leaving nothing but DPS". When you say "were always Blue DPS. Always.", the implication isn't "were NOT always Blue DPS, but have become so". Perhaps you can see the reason I'd misunderstand that based on the actual words you typed. The ones that I read before replying to them.
Not trying to nitpick, but I'm actually reading what you type and replying to that. You just don't seem to type quite what you mean, apparently. Conversely, I type what I mean and you don't read it before replying.
Again, this may stem from us having different interpretations of what "Blue DPS" and "Green DPS" mean.
"Green DPS" is generally taken to mean "DPSer that does support healing/buffing", not "Healer that on occasion contributes to party damage". Likewise, "Blue DPS" would mean "DPS that occasionally uses mitigation abilities" as opposed to "Tank that mildly contributes to party damage". Perhaps the breakdown here is that you are somehow using different definitions, but I'm not sure what definitions you're using. When you talk about Healers, you talk about damage contribution as a necessary part of encounter clears, but when you talk about Tanks, you talk about damage in the sense of damage rotation, instead. So your definitions don't exactly seem...consistent, leading to me being unable to try and identify what the commonality is that makes something a "<color> DPS" in your worldview.
Does Yoshi-P responding to two Q+A questions about 'hey there's so many PF groups that can't find a healer this tier', saying they need to look at the data for the tier, but can see there is indeed a lack of healers, to the point where he says
'please give healer a try' count?
question 1,
question 2
Not really, since that doesn't say what the overall state of Healers is. It specifically is in reference to JP Datacenters, and seems not to be true across all servers or all datacenters. For example, on Primal, the Healer slots are often the first full in any PF group. I often have to start my own because the Healer slots are already taken when I look at other people's groups. That also doesn't indicate people are quitting the role in massive numbers, it only indicates that top end Healers are not healing Savages in PF groups, which isn't really saying a whole lot about the overall role population.
It's probably started to bounce back a bit, now that we're 20 item levels higher than the Savage is tuned for.
The bounce back started around Jan/Feb 2022, so a year ago. Trends like this are more longer term and thus more durable than that. They don't reflect ilevel changes.
The issue of 'It's too hard to heal this fight' isn't an issue now that you don't need to heal as much,
It wasn't an issue at launch, though, people were just doing it wrong. I healed P5S in...I think it was week 3 or 4 and I had maybe 2 weeks of tome gear (was out a week or so). I just actually used Regen and Medica 2 and relied on my DPS players - what with being alive and all - making up the difference so we beat the enrage. Oh, I cast a lot of Glares/Dosises as well, mind you. But I didn't play as if I was allergic to GCD heals. It was honestly not difficult to heal on WHM once people figured out the mechanics, and I was even capable of saving people that goofed here or there (the odd DPS that ran through the edge of the green puddle, for example), it just cost GCD heals to do so.
I can't speak to the higher fights in the tier because I don't have a Static as I've said and just clear the first one or two (didn't raid Savage before EW, so I consider this about where I want to be as far as PF anyway), but recall - before you discount my statement on the basis of not doing so - that people were complaining about bleeds even from the first fight, P5S. So my experience and knowledge there is valid to the discussion.
Again, the issue isn't that healing was made "too hard". It's that the change was abrupt enough and people were/are still trying to play the way they did in "the before times". And your proposed changes to Healer complexity would result in the exact same kind of paradigm transition requirement, with Enrages if they fail, so just as detrimental to clears.
the waves of people quitting would flare up again.
Again: We don't actually have any data or statistics showing that there were "waves of people quitting" now. At best, we have circumstantial indications based on inferences from a Yoshi P statement which isn't unlike statements he makes about other roles and content on a pretty frequent basis. We have contradictory anecdotal evidence from people in PF, where some say they always see the Healer spots as the last to fill while for others, they're the first to fill. None of this allows us to make the assessment you're making.
'Remove any kind of critical thinking requirement from the role, make it so I can be carried even when I don't do any damage, and make cure spamming not only functional, but technically optimal gameplay'.
Jesus Christ. I've seen some bad ideas for changes for the game but this one might actually be the worst possible suggestion I've ever seen.
Good thing (a) I wasn't making a suggestion and (b) my suggestion wasn't "'Remove any kind of critical thinking requirement from the role, make it so I can be carried even when I don't do any damage, and make cure spamming not only functional, but technically optimal gameplay'", it was "Nah, they could also simply nerf Healer DPS to the point it's irrelevant."
I can't tell if it's you aren't reading my posts as you reply to them, or if you're reading them, but instead of reading the words I've written, inserting your wild fantasies of the strawman you wish I was saying. It's like DBZ Abridged Goku's perspective showing us how he hears Vegita talk: "Blahblahblahlbahblah, Pride, blahblah PRINCE of all, blahlbahlbah Super Saijin, blah blah blah" (
https://www.youtube.com/watch?v=9HQUHZ5KyGY ). Like you're seeing my words, but then you insert all these thoughts and emotions packed into them that aren't present in the original nor in any of my overall statements to even give room to think that they would be implied.
And you're still missing the point. Crit variance in burst windows already means that some pulls end at 0.1% instead of a clear.
And as MANY people have said, basically every time that fact comes up, it means (a) encounters are overtuned and (b) stat weightings are FUBAR, largely because of how ridiculous Crit Direct Hits within the 2 min burst window have become. In short, no encounter that isn't an Ultimate should be tuned that tightly, because it means not only can many parties not clear, the clear vs not clear is decided by RNG, and worse, it makes some valid standard comps completely unviable. None of this is a problem with healing, it's a problem with encounter Enrages being overtuned as well as gearing/stats and the 2 min meta being toxic as all sin.
but now you've made it so low, that if the DPS slack at all,
For someone who constantly berates others as wanting to be lazy and get carried, you're awful quick to support DPS slacking...
And before you say "I'm not saying that"...
This idea takes agency and carry-potential away from the healer,
...yeah, you kind of are.
and turns them into a 'damsel in distress' role, forced to sit on the sidelines and hope the big strong hero (DPS classes) can beat the bad guys.
This is everything wrong with your view of teamwork and healing in a nutshell. There's some crazy toxic...if there was a word for misogyny that was DPS classes as male and Healers as female, that's what you're doing every time you trot this out. I've been on teams. This is the internet so you don't have to believe anything I say, but I'm prior military. Not everyone carries a gun, yet everyone contributes. It's not a "damsel in distress" to be a support role backing up the people who are pew pewing, and they aren't "the big strong hero".
And if, for some reason, you genuinely believed all of that...why...play...Healer..?
I'm not saying "Play another Job/Role", I'm just a big confused why you'd play one that, by it's nature, isn't "the big strong DPS". Let's face it, even you putting everything you can into DPSing, you aren't going to save a run if the DPS are slacking. Now, if you were a SAM or BLM, you COULD carry 3 underperforming DPSers. But you can't as a Healer. You simply don't do enough damage and, as you've insisted over and over, you think the Devs already balance around DPSing Healers, meaning your damage contribution is already baked in. You aren't saving the party, you're only doing your fare share. You're still the "damsel in distress" vs the "big strong hero DPS", you just have fallen for a lie that you are not.
No, you're right, mine isn't the only solution. But if what you just suggested
As discussed, you didn't even get what I said right. But it also wasn't a suggestion.
It's not 'no foresight or consideration for longterm ramifications' to ask for 'something similar to Stormblood', since that's already happened.
And was the point in the game's history where the Healer shortage, by the data, was the greatest. That seems like a pretty BAD idea.
We're working off of what we used to have, and have evidence of how it functioned,
Which seems to have been "very poorly", which is why it was changed in the first place.
Randomly ramping HPS required has no previous basis, and is a complete shot in the dark on whether it would work or not.
No, we have precedence for that, too: ARR and HW. And Healers were a greater percentage of the population back then, meaning there was less of a Healer shortage and the role was more popular.
Now, Regen and Medica2 giving Blood Lily is a little bit better of an idea. We can work with that, potentially.
Well, we agree on another thing. I think I'm going to end this here because I honestly do like when we agree on things.
Also, we're not asking for 'more damage required', we're asking for...
...our Jobs to require us to do far more work for no benefit over what we do right now for absolutely no reason?
No no, I get it, so you won't "be bored", never mind all the people who aren't bored now and that it will, once again, open the skill gap between Healer DPS output causing more parties to be unable to clear which will lead to a larger Healer shortage. In other words, it does all the things you say you don't want to do.
Again: This is why I think the answer is to split up the Healers, then at least you aren't dragging everyone else down with your "fun".
Other classes can time when mechanics are going to happen, down to the GCD.
Some can, many can't, and Healers can do this as well. As you and others are fond of pointing out, encounters at this point have long periods of nothing with periods of mechanics in between them. I can easily map out a Boss's moveset based on Dia refreshes.
They know 'ok the boss is going to jump in 3 seconds, because after this Vorpal is my Full Thrust, and he jumps right after that'. We don't get that kind of intuition, because the Glares blend together.
You don't. I do. Because I have other buttons and CDs besides Glare and I use those for this. It's...not hard.
One, 'I'll believe it when I see it',
Fair. It's ShB all over again.
EX roulettes are gonna hit so hard you won't even have time to spell Holy, let alone cast it!'
...you mean Ex4?
Because we just had that.
It was Ex4.
And most people had fun with it.
Sweet, problem solved. \o/
cos I'm confident enough in my skill at the role to keep up. But I don't think others are. They'll fall and fail and wipe their parties, and what will they do? They won't improve, they won't practice. They'll
loudly complain until it gets changed back.
THEN THEY CAN'T COMPLAIN WHEN IT IS CHANGED BACK.
This exact same thing will happen if the DPS rotations are made more complex unless the Devs then balance around Healers doing no damage so that they don't price out the bottom percents. And if they do that, it'll be trivial for the top percents. Your solution has all the problems you say any other solution has.
Nah, we'd just have Stormblood 2. People who don't engage in highend content at all can ignore the extra buttons to their hearts content.
Unlikely unless the gap is small. The reason we changed from SB to ShB was because of people complaining and because of a massive Healer shortage. You seem not to remember one from that time, but back then, Healer slots WERE the last to fill in PF groups almost universally. Moreover, they're trying to get more people to do content like Extremes and Savages. This flies in the face of that and is exclusionary in a game with Devs that want to be inclusive and have gone to great pains to be so.
I want to go from 6k (by spamming Broil and pressing Bio once per 30s) to 6k (by having 3 DOTs to juggle, and less Broil spam as a result).
You're asking to be flooded with more work for no more reward, but that work will still be required. If the Enrages are as they are today, it means everyone else DOES have to do it. That's the problem. Unless the gap is so small as to make it irrelevant. If you only did 5 more DPS than a Broilspammer, sure, we could have that. But you - or others on your side - would endlessly complain about how all your extra work - work you literally asked for - doesn't give you a reward of more damage.
It's like the Misshapen Chair video where he says to change three Healers, leave on the braindead baby healer ("Probably White Mage..."), and that the people with the more complex rotations will just need to shut up and accept they don't do more damage; their "reward" is "not being F---ing BORED".
at the time gearing-wise where 'playing 100% correct' is necessary.
We're not talking Ultimates...
Because the proposal is very visibly flawed, as you claim with mine.
Except it's not. The idea of making Healers distinct across different playstyles to allow players to filter to the one that fits their desired playstyle is, in fact, the ONLY solution that doesn't carry the problems the other proposed solutions do and is also the only one that has a chance of growing the Healer populations vs all the other solutions (even maintaining the status quo) which will drive people out of the Healer role. It is, in fact, the only one that gets around the downsides and prevents the population from collapsing in on itself.
Which is why they should embrace it, lean into it, and open up so many doors for new design paths, instead of shying away from it.
One Solution: Has problem.
You: And so we can't do that!
Other Solution: Has the same problem.
You: And so we must do that and it's the only viable option.
...that does not make sense.
For example, WHM throw rocks, WHM build new gauge. WHM hit 50 Gauge, can now use new damage-neutral healing tool.
Gating healing behind dealing damage = bad bad BAD idea.
SGE kind of has this problem with Kardia. "Oh look, lots of damage is going out so you can't cast your DPS spell. Look at these pretty shiney heals. Would be a shame if you...couldn't use them...", only worse, since Kardia is relatively minor (if the alternative is a Eukrasian Diagnosis). But yeah: No. That's horrible design UNLESS you have Patchwerk style encounters that allow the Healers to sit and turret. That kind of thing would work better in a game like WoW or RIFT or something where Healers have time to stand around. Not so much in FFXIV where our dances are complex and...very active.
Wow, now WHM has a way to get healing from being efficient with damage,
Translation: People will quit healing in droves when their Tank dies because they didn't have their "being efficient with damage" healing spell available at a critical moment and caused wipe after wipe after wipe and people start kicking and harassing and then bans drop and then PFs have no Healers anymore.
Insisting that 'healers shouldn't have to DPS' just closes so many design paths,
It's so bizarre to me to see someone get things exactly 180 backwards. It's not Healers not having to do DPS that close design paths. It's Healers MUST do damage that does. For example, in a world of Healers don't have to do DPS, you wouldn't need GCD heals to be damage neutral to "not be bad". What paints design into a corner is the damage requirement.
Lastly, you posted some numbers you scraped up via Wayback Machine. We cannot use them as 'accurate data', yeh.
Keep in mind, the alternative is you having presented NO numbers or data, yet presenting your opinion with certainty...
I see the part where HW numbers were much higher than SB onward. But the '(the time Healers were most complex is also the time Healers were the smallest percentage of the population, meaning the time they were the least popular/leveled/played)', that's not quite accurate either. Since Cleric Stance-Dance was in the game in HW, and it was not in SB, it's HW, the part of the numbers where it's way HIGHER, is the 'most complex' time for healers.
Rotationally, no.
All the Healers had more damage (and healing) buttons in SB than in HW and ARR. The population was also much smaller at the time overall, and many Healers at the time didn't DPS. At all. Much less use Cleric. The community hadn't cemented "the rules", and as the community did so, and the rules became "do damage", and the kits were expanded to include more damage abilities, we see the Healer numbers decline.
Keep in mind the HW era, like ARR, used my solution - have Healers with different levels of complexity. ARR/HW WHM had the same number of damage spells as EW WHM, as I've shown you before.