



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]
I was discussing this with some friends, and was basically told if I want something to do then to play with bad players...
So healer reward for being a good healer = being punished by having a harder time clearing content due to less skilled players failing mechs. Got it. Great design.


Just go do Ultimate - Yoshi PI was discussing this with some friends, and was basically told if I want something to do then to play with bad players...
So healer reward for being a good healer = being punished by having a harder time clearing content due to less skilled players failing mechs. Got it. Great design.
People proceed to do Ultimate with 1 or no healers in protest.
I've done two ultimates and will soon be working on a third. His statement is so infuriating.
UWU healing related mechs - none. You just heal damage before deadly damage happens as usual. I do not count pressing LB3 as a healing mech.
TEA healing related mechs - 2.5. The hand slaps sort of? I just physis and panhaima it and forget about it though... Esuna throttle off the party. And then J-Waves which were actually fairly fun to heal through.
Wow so many healing mechanics, YoshiP... /s
Do you think it would be wiser not to call it downtime?
For DPS and tanks downtime means time that's spent unable to connect to the enemy. Whereas uptime is whenever you can dish out dps, aka usually.
I think healers that don't need to heal but can DPS similarly have uptime, not downtime.
So you would say "Give us something engaging to do in our uptime". I think this sounds more positive too, because uptime is fun time and healers wanna have fun.
Also GCD healing should not be punished until a certain breakpoint and instead be paid with damage neutral stuff like Misery. It's the weirdest thing to new healers especially learning that having to not use most of their GCDs is considered advanced play. Moreover that every GCD you use has to be a damage spell to play optimally as a healer which is absurd.
Let Sage be the DPS healer, have it heal with a diverse array of attacks that while damage neutral from one another each assign different effects to the Kardion target. Also Kardion-spread and Kardion-block and a non-targeted damage-neutral instant heal spell on the Kardia target(s). Likewise it needs a damage-positive Lasersword melee combo for the fun of it. You can have it stack twice like Phlegma or even replace phlegma, since laserswords make more sense as a melee attack than energy ballz.
Give Astrologian a double GCD inducing damage-neutral and instant Wyrmwood dps spell that allows for more time to manage your infinite OGCDs whenever neccessary.
Give Scholar a double-broil-damage doing 2.5 second cast spell that you get a stack for each time you use a healing spell up to a maximum of 3. Additionally make Ruin II a conditional proc that is equal to broil in damage so you don't feel like trash whenever you use it. Also make Biolysis apply a frozen Biolysis debuff up to once that begins to tick once the currently active biolysis runs out so that you 1) circumvent weird tick issues and 2) have an additional movement button in times of need. Give back Miasma for the sake of variety, make it a 1.5 second cast that instantly deals the damage of the remaining Miasma debuff to the enemy if they have 5 or less seconds remaining. And trust me Scholar's love tracking timers, they're like Machinists in that regard. No Scholar hates Dots.
And for god's sake drastically reduce Pneuma and Macrocosm cooldowns, two or THREE minutes for such fun spells is way too much. I think I wrote this already, but whatever, I love my suggestions. Cause I wouldn't design healers like DPS-jobs/Tanks with guided and rigid rotations that care about doing optimal DPS in a way that precludes the use of healing spells in certain instances. And yet I would still have GCD variety and meaningful options to choose from. This is undoubtably the direction they have to go in my mind.


I wish we had more battles like 6.4 EX.
Every role has a function. If they don't want to overhaul healers (and adjusting battles), i think that is a nice way to go.
That's how healers often are in savage and ultimates. It doesn't come close to addressing the issues with the healer gameplay itself, instead becoming "do this DDR puzzle correctly while also spamming 1".


I honestly found that fight boring, Barbie was more action packed in Normal and Extreme, it hit the sweet spot in chaotic mess while trying to keep everyone alive while dodging everything but even with all that, the main problem with Healers is that we have too many Healing Spells that at some point we don't even need them, hell I am pretty sure the casual crowd don't even use 50% of all the free healing spells. The Damage Spells are extremely lacking and are so disconnected with the healing side.
Last edited by OM3GA-Z3RO; 07-16-2023 at 02:56 AM.



Isn't that kind of like being a doctor and complaining all they see is sick people? Healers are in the game for those times when things don't go perfectly.I was discussing this with some friends, and was basically told if I want something to do then to play with bad players...
So healer reward for being a good healer = being punished by having a harder time clearing content due to less skilled players failing mechs. Got it. Great design.
You don't need heal players who do the mechanics. It's self evident.
If you are unable to accept this fact, you will be much happier playing a damage dealer, a role who is rewarded by a party who plays better.
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