It's more that it's the thing setting off the healer community. MNK was in a similar place not long ago.
Climate change is quickly depleting glaciers, opening up new mountaineering routes that weren't possible before. These routes are, however, treacherous, as the same regions most impacted by climate change are also the places where avalanches and severe weather become more common.
Person A: The fact that John managed to climb Mt. Hegemon through the southern side is insane. It really shows how big a problem climate change is. The Southern route used to be nigh impossible because of how thick the ice sheets are.
Person B: Well let your ego go for a minute. Can YOU climb the same route??????
What I selfishly want and what I actually think is a reasonable expectation are two separate things."I'm pretty confident that it's not just DPS buttons we are talking about" - this depends on the person. MOST of the Healer forum posters, that is, in fact, their position. I even thought it was your for a long time (perhaps you've changed yours after this TOP clear or something) since every time I suggested more healing requirements/encounter design changes, everyone in there, I believe including you, insisted we couldn't do that because casual healers in casual content wouldn't be able to deal with the change.
In my own eyes, ARR WHM was the absolute peak of healing in this game. Incoming damage was spiky and erratic, our toolkit was slow, inefficient but powerful. Healing was methodical and measured. Good healers could genuinely make a noticeable difference, covering for mistakes and enabling the rest of the group to push the line just that bit harder. If I had my way AoE healing would be cost prohibitive for all but the most essential requirements further forcing us to think about our healing in terms of time and efficiency rather than following the spreadsheet.
But I appreciate that this is every bit as divisive a goal as outright turning healers into fully blown DPS with a few healing buttons.
I get that you don't agree with it, but adding a bit more DPS/support/buff complexity and engagement to the healers is actually the compromise. Because right now the kits are designed to overpower the sort of content I dream of but have never gotten in years. Pruning a bit of the needless fluff and turning it into something interesting to break up the glare spam more actively will get a bit of balance back to our overly heal heavy kits to try and stop us from dogpiling all of our GCDs into the tiniest portion of our abilities.
It doesn't have to be dots for everyone, it doesn't have to be nukes for everyone, it doesn't have to be procs for everyone. It just needs to be something that we can press with decent frequency that brings genuine value to the group irrespective where our parties HP bars are at. That's it.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~
You know what the weird thing about all this is?
I agree ARR WHM was fun. I don't agree with the Cleric Stance "dancing" (which as we've discussed before didn't really happen much since people often didn't "stance dance" so much as "stance stay"). Your "compromise" is what I oppose. The ACTUAL ARR WHM - GCD healing, lots of spot healing, somewhat unpredictable damage, your tools being strong enough to deal with it but requiring actual focus and intelligent choices to manage MP - that I actually support.
Moreover, adding more "DPS/suppoort/buff complexity and engagement" isn't a solution. As I've said and no one has argued against, doing those things would not have prevented the 0 Healer TOP clear or the 1 Healer clears of other content. Because the issue isn't Healers not having enough complexity or buttons. That's not what made those clears possible. It's that encounters do not require much healing, and what they do require, Tanks and DPS can make up for through either mitigation or outright healing. Meaning the "compromise" doesn't actually address the problem. It addresses top end Healer players being bored, not healing in general, the trinity breakdown, encounter design issues, or 0/1 Healer clears.
That means it's not a solution at all.
That's why I don't agree with it. It doesn't address the actual stated problem.
If the problem is "People shouldn't be able to clear Ultimates (or other content in general) with 1 or 0 Healers", then the solution has to address THAT. And the "more DPS/support/buff complexity" doesn't.
Look at any of the Lucky Bancho surveys that come out
(if you wanted a specific world (example)
https://luckybancho.ldblog.jp/wsurve...orld=Carbuncle)
Elemental JP Datacenter:
Primal NA Datacenter
Chaos EU Datacenter
Notice how these distributions are ridiculously consistent across ALL datacenters? It's almost like there's a trend or something. . .
Healers are by far the lowest represented roll, virtually being non existent in lvl 1-69 content, and barely there after that.
Last edited by Deceptus; 05-21-2023 at 10:31 PM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Ok yes they cleared but they were level Asian so we can’t compare
Healers and tanks is the least played role in every mmo, it's not just an ffxiv thing..
There will always be more players who play dps than tank/heal..
So it's not uncommon or surprising to see.. bc thats how it has been since forever..
☆SCH/AST/DNC/VPR/SMN☆
Clearly you haven't played enough MMORPGs then, a prime example is Aion, where majority of characters were actually healers and support characters.
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