"Does this say how healers aren't needed, or does it say how DPS and tanks have WAAAAAY too MUCH healing and mitigation? Those are two very different arguments, with two very different solutions."
"i liked healers doing dps at first but i just find it annoying now"
"That’s what I’m saying
I do Mentor roulette and get ifrit Ex with multiple sprouts in party
Now that’s a real healing experience
I HATE how the game is designed where healer dps is an expectation
In my opinion, healers dpsing should be an optimization. Not the expectation
High level healing is so ----ing boring. (It’s really only fun when ur in Rouls with new people and shit hits the fan)
When clearing, Your entire plan is to never use a heal GCD. And I think that’s just shit design"
"I mean this also shows how broken ass tanks are right now lol. they just dont need healers anymore and dps just eed it if they actually --- up mechanics but not really for anything else.
I get that people want healers more iteresting but the flaw is ot just with them."
"Do you realize that giving healer 1 extra dot doesn't change the fact they are still replaceable in this ultimate? a main job of healer is healing, and the reason why dps rotation is boring is because the healing is very monotone and predictable. if the fight has more "randomness" in healing that requires the healer to use gcd healing more, the dps rotation can still be simple since they have to put their focus on something else. It also helps fixing this problem since other jobs cannot have the flexibility of GCD heal like a "true" healer job"
"This is where a lot of people get it wrong. It's not healer design, it's the design of the other jobs, especially tanks and the design of the encounters themselves.
"People will just put the blame on healer design because they're bored AF playing the role. SE just needs to give them more to do by taking away the busted ass abilities that invalidates them in content. It's as simple as that."
"I agree it does not fix the issue and that the problem lies with tanks. I just thought there would be other ways than damn damage rotations to make healers more fun as well. If I wanted those I would play dps. I would rather use cleanse or even resque for mechanics that require it than them giving us a rotation.
Of course destroying the root of the problem would work but I am not so optimistic that square could fix that in the near future…"
"I understand your point, but part of the reason we got to this point is the "just throw another dot " on the healer and walk away. Sorry, I want a little more attention to each healer job that this tired old solution, and I don't see why all 4 healers should get the same solution."
"The problem with healing currently is that it's expected of them to not only do damage but also keep the party alive. They start with more responsibility to begin with and naturally less people pick up the role because why do something the hard way? This role disparity can be clearly seen in fights that require more of healers such as TEA (where most of the time forming a group is spent looking for healers, followed by tanks (again role with more responsibility). Now, you would say - oh, just make them heal more and decrease their damage; unfortunately that won't work because you increase the mitigation and dps requirements of the other roles, as well as make fight design harder (to put more damage requires more time spent casting/channeling that damage unless you put dots). Essentially the designers are put in a predicament where substantially changing how 1 role works, greatly affects the others - there is too much interdependency between roles. With how things are right now, a drastic overhaul of role design needs to be considered or these problems will keep appearing in the future - making fights seem incorrectly designed and/or tested while the underlying problem is overlooked."
"Everytime they make a role responsibility too hard in a fight suddenly that role is lacking from the party finder. Healings to hard cause theres dots on everything? suddenly less healers, tanking is too hard for some reason, suddenly no tanks. Its already in the rest of the game now. Tanking is the ''perceived'' hardest role to get into because of tank anxiety and the responsibility of ''being the leader'' (also helps theres not that many to choose from) And a game like this is often shaped around what the community wants, theyre always gonna have to pander to one group or the other. The people who want a challenge but dont wanna be flamed for not being good enough, and the people who just don't care and want things hard as possible so they can suffer until finally getting that moment of satisfaction clearing"
"p8s: constant bleeds = people complain its too hard to heal
top: only mit checks = people complain healers dont do anything
i agree that healing sucks atm but can people decide"
"I really dont think this is just a healer problem. them being able to do this is cuz tanks are so broken they dont need healers anymore. they can just heal themsel while doing damage and all"
"I'm only a few raid tiers deep (First raid was E12S) into healing on FFXIV and the biggest take away I have as time progressed is not only am I discouraged from hardcasting ANY heals (maybe preshields), but mitigations are being pushed away from my responsibility and given to DPS. So like no matter how well a healer does, if the team doesn't mit it just makes the healer look bad. So now we're in this fucked up world where the only meta we have is where I mash a single dps button, keep up my dot, and pray my DPS use their mits otherwise I'm getting thrown under the bus because there's just physically nothing I can do to prevent deaths if dps fumble their responsibilities. I 100% think that's why there was that HUGE healer debacle at the start of this last raid tier. Honestly if they just deleted my offensive dps button and made me hardcast heals and weave mits/ogcd emergency heals I'd be ALL for it.
Let healers control the entirety of mitigation and healing for the team excluding tanks. What sucks is playing PF is actually exciting (and infuriating) as a healer because you gotta make on the fly mitigation swaps, move CDs around to compensate for the complete dipshits that quadruple mit a 40% raidwide so there's nothing for the massive 100%+ coming up etc."
"I will believe everyone's complaints that healing is easy when healers aren't always the last filled role in pf. If fights required more gcd healing then imagine how bad of an experience it would be playing with your typical pf healer that refuses to heal for their parse"
"I don't think the fight is really that bad. Sure its definitely mundane in some bits but honestly you could argue that about every ultimate really."
"I agree it’s impressive but “No healers”, except clemency, divine veil, n-flash, shake it off, Phoenix, curing waltz, improv, vercure, mantra and crest as well as bloodbaths and second winds plus mitigation
...
[in a reply] that’s why I said it’s still impressive, but it’s not like they had no heals at all lol"
"I am a massive fan of Dark Souls challenge runs so doing something in an unconventional but harder way seems only like a good thing to me but whatever."
"It kinda baffles me how this game can do something, and people will hate it so much.
P5s-p8s there was lack of healers for a bit in pf because of the amount of stuff healers had to do outside of dps, so they made the next content less roles.
They made TOP and the fact that you can clear this without a healer shows that they don’t prioritize roles?
I guess I can say that comparing savage fights with ultimate fights isn’t fair, nor on the same level, which could be true. All I can say is that it’s a pattern when content is released."
"IMO, in dungeons and raids, healers need to heal, and not DPS. Now whether that means that content needs to be harder, players need to take more damage, or healer roles need to be revamped, is debatable. "