Apologies for the length, but I think it's a discussion worth having:
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True, but I think the problem is that a lot of people don't necessarily like the same things.
For example, you say more damage buttons is more fun for casual or new healers. Is it? For some it probably is, but for others, it's not. What is a thing many new healers do? Stay hyper-focused on health bars and not even cast damage spells. Probably being way more focused on health bars than they need to be. But what are they NOT engaging with or taking part in? Oh right, damage buttons. So why would more damage buttons appeal to all of them? Moreover, healing doesn't have to be DIFFICULT to be engaging with the healing side of things. For example:
Imagine for a moment a fight with no in-combat auto healing. Every 7.5 seconds or so, the boss does an AOE 150 potency (vs Healing potencies) damage attack. And every 10 seconds, they hit a single target for 250 potency. And that's it. Just pretend. This is MSQ or something.
That means casual healers would need to use an AOE heal every 15 seconds or so (and the more obsessive every 7.5, so every 3rd GCD), so at time 15, 30, 45, 60, etc (or 7.5, 15, 22.5, 30, etc), and then they'd also need to use a Cure 1 every 4th GCD (10, 20, 30, 400, 50, 60) if they're obsessive, and might be able to risk not doing it until a specific target has been hit twice.
That's super lax healing. Someone could just spam Medica and take care of it without a problem. More optimization focused people would spot heal with Cure 1, or save until a person was hit 2-3 times for a Cure 2. It's not HARD, so it doesn't make new healers uncomfortable, but it breaks up the Glarespam since they have a lot of other healing to do.
"But what about oGCDs?"
The game doesn't teach you about oGCDs. Or weaving. Ever watch a super new player heal? They treat oGCDs like GCDs. And, regardless, you only have so many oGCDs in a 1 minute time period.
But the point of this exercise is to more demonstrate how consistent healing needs can be added to encounters that AREN'T uncomfortable for even novice healers to heal. The most novice healer is probably going to address this problem with a Medica every 10 seconds, or upkeeping Medica 2 every 15 seconds and occasionally spot healing someone with Cure 1. Hardly overwhelming. It's ENTIRELY possible to increase healing needs in even casual content without making new healers run for the hills.
...moreover, that entire argument is predicated on the thought that new healers AREN'T afraid of damage rotations. Interestingly, no one that proffers that argument ever justifies that assumption other than, when called on it, a hand-wave about how "if they don't do enough damage, it doesn't matter because no enrage", failing to explain how a healer TOTALLY NEW TO THE GAME, who doesn't even know what an oGCD or weaving is, is supposed to have arrived at the conclusion they don't need to do any damage or engage with this DPS kit and shouldn't feel bad or bothered by not touching it at all.
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I think the fundamental disconnet is what people find fun.
As a Healer, I've never found damage buttons fun. It's why I don't play DPS unless I need to and rarely play Tanks. "Oh, I perfectly pulled off this burst opener and did 500k dps. /yawn How was that different than last expansion where I did 230k DPS doing the same thing?" I don't get a dopamine hit from that. It's not fun. It's tedious.
Some people enjoy it. It's the reason I propose the "4 Healers model" because I explicitly recognize that.
What boggles my mind is why the people who like DPS (but want to play Healers) arguing the contra position seem incapable of realizing that some people GENUINELY don't enjoy pressing DPS buttons or seeing red numbers on the screen instead of green numbers. Like, is it so hard a concept to believe that some people legitimately don't find DPSing fun? Why is this such a hard ask to just acknowledge?
That is, for casuals (okay, I'm more mid-core, but same thing for the purpose of this argument; I only VERY rarely do Savage content and only do a bit of Extremes), not all of us find it "fun" to press damage buttons. Therefore, "Healers should be fun regardless of the difficulty level of the content" isn't solved by "more damage buttons". "more damage buttons" isn't, as it turns out, "the argument in favor of casual healers".
Indeed, most of the people I see make that argument (most, not all, but most) are people that are Savage raiders complaining about THEM - not casuals, hardcore raiders - being bored. It's "the argument in favor of hardcore healers", not casual ones.
Most super causal players seem to enjoy Healing as it is right now, shockingly. I find causal content pretty enjoyable right now, honestly.
Now, understand what I'm NOT ARGUING here:
As I said, SOME do want more damage buttons and a damage rotation. Some do. Which is why I advocate having one or two of the Healer Jobs work that way.
But what of those that do not? Do they just get told to pound sand?
What is the harm, then, in having of the other two Healer Jobs that they do not? Giving one a buff gameplay style and the other leaving it with the gameplay style it has now would address all players at once. Indeed, it's the ONLY solution that does.
Again, incorrect. I'm sorry, but you're just wrong here. Most of the "more pro healers" are making the "more damage button arguments". I'm one of the most casual healers on the Healer forum here, and I'm one of the few consistently asking for more damage to heal rather than more damage buttons to be added. So it seems to be the exact opposite of what you say, at least from my experience.
People like me who enjoy healing and not damage dealing are the ones that want more healing to do. It's not a "pro/hardcore" vs "casual/midcore". It's a "healer" vs "support" vs "hybrid" vs "DPSer" mindset.
And we have 4 Healer Jobs, enough to cover all four of those bases. I'm content to just have one that suits me (probably WHM, I suppose).
I agree. Hence, again "4 Healers model".
This is, again, incorrect/a disconnect.
Even the people who ARE arguing to not change ANY of the Healer Jobs want encounter designs changed. I haven't seen a single person in any of these kinds of discussions saying "don't change anything". You're arguing against a position which does not exist/a strawman, here.
They always will be because they're a fundamentally different mindset on the part of the player.
If you see someone in a crowd attacking people, what is your response?
(1) Confront the person and try to distract them from harming anyone else?
(2) Attack the person and try to take them down?
(3) Hope someone else does that and try to care for those with life-threatening wounds from the attack to keep them alive until ambulances can get there?
Some people would do different things in different situations, but it comes down to kind of what your focus is on, saving lives or ending them, as it were. And note I don't consider any of the answers to be the wrong answer and do think the context of the situation is relevant (e.g. does the person have a gun or are they merely strong/armed with a dangerous melee weapon; etc), but the two are distinct in terms of how you think and approach them. Going from one to another often requires one to "switch gears", which some people do really well and others only grudgingly.
Agree with this 100%. It's one reason I really like WHM in ShB/EW. Instead of going the "maintain DPS weaving oGCD healing", it goes the other way, actively using GCD healing (Lilies) and that actually being a DPS increase over not doing so (if you put Misery in the burst windows). It's a tidy solution to that problem.
It's kind of ironic to me that WHM plays the most distinctly of the Healers, yet is often maligned for doing so. And it boggles my mind why anyone would want to go back to SB WHM when it was worse in every way possible. "Aero 3" wasn't THAT good of a spell, and we could always just add Aero 3 in 7.0 and otherwise leave the Job alone other than tyding up a few things that don't make sense (e.g. Cure 1 upgrading to either Cure 2 OR to Esuna [which would also heal for Cure 1's potency], Medica upgrading into Medica 2 [which is always an HPS gain, even on the first tick], give it a bit more partywide mitigation [my favorite pitch on this is giving it Protect traits into Proshell traits into Plenary Indulgence which gives 5% physical, 5% physical and magical, 5% physical and magical + its current AOE heal boost, respectively, as it traits up as you level up; this would give WHM a parallel to Collective Unconscious that has a very WHM flair and addresses the one glaring hole in its current kit], and imo all their GCD heals should nourish the Blood Lily, as this would actually make WHM able to use more than just Lily heals without "being suboptimal"). I'd be fine with that, though I honestly hate DoTs and always have.
As I said before, we have 4 types of people that play Healers, in large part (oversimplification, but one that captures most everyone):
1) Those that enjoy healing and not doing damage/damage rotations.
2) Those who enjoy buffing (and healing).
3) Those who enjoy healing and doing damage.
4) Those who enjoy doing damage and want some healing utility for their friends.
We have four Healer Jobs. And they're already kind of primed for this; WHM, AST, SCH, and SGE are ALMOST set up for those four. It's like in The Matrix where Morpheus points out 3 ships, 3 crews, 3 objectives.
And the thing is, FFXIV did this before:
ARR.
In ARR, WHM was (1) and SCH was (3) and it worked pretty well with most people pretty happy with it.
There's zero reason we can't do that again, this time with 4 Healers to address those other two categories of people, too.



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