It's the trend or precedent that doesn't exist, but people swear that it does so that you'll stop complaining and potentially leave things the way they are (as they have grown comfortable with the current status quo and don't want to potentially learn something new).
Copium: Maybe the healerless top will finally make them hire a dedicated healer designer, and perhaps a testing healer who plays extremes or maybe even savage.
Realism: more of the same - absurdly strong heals, struggle points are primarily getting the dps to hit feint/addle/“unique”phys ranged mitigation or irrecoverable body checks. (On that note, does the ex6 kb flare towers mechanic feel a bit off? I wouldn’t swear to it, but most of the time it seems the people who mess up are the ones who live through it)
Does seem a bit odd that a DPS can sometimes live through it despite being meant to get a vuln from the failed tower, maybe it's something to do with ranges (ie, they're far enough away from the meteors that they're considered to do 0 damage, even with the vuln)
As for whether things will change, the fact that DPS players are now complaining that stuff is getting stale and boring (cos 2min meta) means that they might actually change things, and us healers will get 'changed by collateral' in a sense. I have zero faith that SE will see healers complaints and go 'oh we should do something'. I have a tiny amount of copium left that they'll see DPS complaints and go 'oh precious DPS players, backbone of our subscription count, we have to change it so they stay. Oh and the tanks/healers get a bone thrown to them too by coincidence'
There’s nothing they can do to make ppl satisfied. The moment they try to make everyone happy, no one is….
We don't need everyone to be satisfied, it's impossible.
What we need is for SE to go somewhere with healer design.
I would be fine with either a "green dps" with a rotation complexity similar to tanks and a few supporting skills to sustain the group, or a full healing job requiring a significant part of our GCD usage to be focused on healing spells.
or something else entirely, I'm not a game designer, just a player who want to feel I contribute to my groups without changing role.
We can't please everyone. Therefore we should only please people who like pressing one button over and over again and call it "gameplay". That's the best compromise.
Oh not only that almost the entire "purpose" of a dps class would be completely dead. You mean to tell me an average player can pick up a one button-andy AND do as much if not more damage than any of these classes that have 2 minute bursts, combos, extra damage resources to manage and not overcap, and the rare positionals?
There'd be a bunch of people that'd be furious about it.
They've flip-flopped with healers so much and while I don't know the exact reason why (it may be a bunch of smaller reasons) but at some point SE decided to essentially merge healing classes into one blobby, overheal-y mass.We don't need everyone to be satisfied, it's impossible.
What we need is for SE to go somewhere with healer design.
I would be fine with either a "green dps" with a rotation complexity similar to tanks and a few supporting skills to sustain the group, or a full healing job requiring a significant part of our GCD usage to be focused on healing spells.
or something else entirely, I'm not a game designer, just a player who want to feel I contribute to my groups without changing role.
Why oh why does my SCH and SGE have really good normal heals (single & multi), with regens, AND mit? Why does my pure healer have shielding and good mitigation? I've heard people say the reasoning why healers got simpler was to allow more people to try out healing but the opposite is true. With the removal of cleric stance that got more people interested because they didn't have to keep track of what stance they were in for the fights with their semi-complex damage and heals. Since then the number of healers have actually gone down because... we're really not needed for a majority of content. Stuff that we used to bring for the holy trinity just... aren't ours anymore.
Why should my healer have heals when dps and tanks have decent (if not amazing) heals for themselves? Why bring shields and mit when others can do it just fine? What's the point of allowing me to raise dead party members when a dps class can do it much faster than I could ever hope for?
Easy healing is the safer choice for general comfort of the community. Pick any instance of raid/trial where a healcheck is hard enough to make your healers the deciding factor for clearing and see what happens to the party finder.
What is the problem?
There was only one group who did it in one content. Who even sacreficed the freedom of free class choice, for substituted the missing healer. They even had healer in Form of 3 paladin.
And, it is something, where they probally failed multiple times to.
Yeah, maybe it can suck, if the healer isnt needed that much. But, that is nothing that can truly changed, without make it bad for other roles or the whole group.
"Let make the Boss more dmg" = can easly create frustration. Classes with weaker defense could easily be one shoted or two hitted with that.
Pandaemonium first 4er Set, second dungeon: I died each time practicly instantly, when the Boss had the unavoidable Aoe, while i was a Black mage and had only around 80-90% HP (the barrier was each time destroyed instantly). In the new 4er Set is it the same by the spider. His net can be enough to oneshot a weak defense class, if he is not at 100% hp. And DD has lesser healing priority by healer. This Boss even has a phase, where he make big dmg or wipe the whole Party, if the healer dont start instantly with the heal (or create barrier).
Ok, this problem are reduced, once the player have the higher item lvl. But, the problem would be more, until the Player reached that point. I even had sometimes raids, where it wasnt possible to finish it (or needed many tries), because the healers was low in item lvl and wasnt able to keep up with the heal.
It is not even the case, that they are not needed. In dungeon are they important for the mob, before you reach the Boss. And like i sayed a little above, are they needed yet for the New content (esspecial second raid).
But, it is good, if they important is reduced.
It sucks, if the succes is based mostly about, if one or two Player (or 6 by the big raids) plays right. It reduced the responsiplity of the healer, if they fails.
I can not count, how many times the healer died by the end dungeons of endwalker, last year. It happens so often, that my tank Partner and i maked allready fun about it. And whe was mostly only able to finish the fights, because the tank was a paladin, who healed me or protected me for the big dmg attacks.
What is the Standard Action, if both healer dies at the same time in a raid, and the group dont has a raiser?
The group jump from the bridge, if the Boss is not at his last %.
First time Athena: 4-5 times had whe a wipe, because both healer died at the same time.
One time when i played white mage and did the 75er dungeon: whe was unable to finish the last Boss, because he targeted each time me and i was unable to survive his one targeted attack (or the instantly aoe after that attack). It wasnt possible, because one Player (the healer) played not right or was simply to weak/ had a class with less defense (that is even the main reason, why i like barrier healer more as pure healer, they prevent dmg instant of "remove" the dmg).
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