And give DPS and tanks massively buffed self healing
And give DPS and tanks massively buffed self healing



It would be way easier + cheaper to just inc the damage output of the bosses.
=> just add a x% inc to autoatk + skill dmg on bosses on every content, make raidwides go off more often..ect..
☆SCH/AST/DNC/VPR/SMN☆
200% increase to auto attacks in Euphrosyne will require exactly zero more healing GCDs even from the average player.
Increasing the damage output from bosses is not going to change how boring healing is now. Having to use a Regen once in a while doesn't make the Glare spam any less tiring.



Thats why i said raide wide should happen more often,200% increase to auto attacks in Euphrosyne will require exactly zero more healing GCDs even from the average player.
Increasing the damage output from bosses is not going to change how boring healing is now. Having to use a Regen once in a while doesn't make the Glare spam any less tiring.
Higher auto atk dmg means you have to heal the tank more often, 100% uptime on hots.
Even better would be to randomize dmg also.
Every fight is scripted --> every heal can be planned.
By adding RNG and unavoidable damage into the mix --> you can make healing more reactive.
But we all know SE will never do that, inc the overall dmg output would be more realistic goal to wish for.
Chepest way : edit the values ..it will just be same but everything hit harder.
Healing isn't hard, it has no rotation and you have few skills to choose from (pressing heals more often - does not make game harder).
FFXIV difficulty boils down to remembering: patterns, safespots, orders, and look for clues in animation/castbars/text/surroundings.. Not so much in damage output or heal reqs...
You only take dmg in this game; if you fail at tactics/stand in stuff and get hit by raid wides...When you know the fight well you barely get hit, let alone lose any hp..
Last edited by Zeastria; 09-27-2023 at 02:10 AM. Reason: typo
☆SCH/AST/DNC/VPR/SMN☆


They might actually be starting this or rather testing the waters on it.Thats why i said raide wide should happen more often,
Higher auto atk dmg means you have to heal the tank more often, 100% uptime on hots.
Even better would be to randomize dmg also.
Every fight is scripted --> every heal can be planned.
By adding RNG and unavoidable damage into the mix --> you can make healing more reactive.
But we all know SE will never do that, inc the overall dmg output would be more realistic goal to wish for.
[/B]
I've been noticing when running the Expert Dungeons that it's really starting to do a lot more raidwide damage. And you can tell when the healer is asleep at the wheel because you start to have people dropping to Stackups. Its really noticable now when you don't have a healer keeping people topped off. I was on RDM and ate a tank buster the other day because the Tank went down. On another occasion I dropped to a Stackup and even just dropped out of nowhere because the healer wasn't keeping people topped off after the raidwides. Nice thing about RDM is that when you have a healer not doing that, you can turn around and start Vercuring yourself to keep from dropping because the healer didn't keep up with the constant Raidwide.


No, fix "healing" to be fun, not to be DPS jobs.
Self sustain should slightly go down if anything while sustained damage should be upped more and more, healing should be about balancing damage and healing spells, not spamming on or the other constantly.
also removing some resource healing would actually be good, for some more damage buttons, such as procs or whatever would fit a healer.
Last edited by Rithy255; 09-26-2023 at 02:35 PM.



Unless they redesign combat from the ground up, DPS focus is the only thing that works in FFXIV. Tanks are already simply DPS with a couple damage mitigation actions and an aggro mode toggle.No, fix "healing" to be fun, not to be DPS jobs.
Self sustain should slightly go down if anything while sustained damage should be upped more and more, healing should be about balancing damage and healing spells, not spamming on or the other constantly.
also removing some resource healing would actually be good, for some more damage buttons, such as procs or whatever would fit a healer.
Healer design is hot trash because they keep trying to give them excessive healing actions in a game that THEY turned into something that will never need it as far back as 2.0.
Last edited by ReynTime; 09-27-2023 at 03:28 AM.


That's the issue though Healers kits are so bloated that it's never a choice between "dps or heal" it's both.Unless they redesign combat from the ground up, DPS focus is the only thing that works in FFXIV. Tanks are already simply DPS with a couple damage mitigation actions and an aggro mode toggle.
Healer design is hot trash because they keep trying to give them excessive healing actions in a game that THEY turned into something that will never need it as far back as 2.0.
In general theirs many ways to actually fix healers kits to be more healing focused without drastically changing fights too much... also I don't think we should be looking behind to old content and trying to fix healer at this point for old content, Old content already isn't fun.
I actually do think they need to rework combat and healing & tanking to a degree, if they want the best player experience for those job types. All you would really need to add is more frequent small bursts of damage throughout fights, more aoe attacks ect, rougher autos, even on easier content this would by far make healers more engaging and fun, They dont need to change current fights or anything, they should focuse on the next expansion being a new starting point for all jobs, they should focus on taking more risks in general instead of playing it safe and copying shadowbringers style of combat.
Healers are clearly not fine as they are but making them "green dps" isn't the correct solution, I agree that healers to a certain degree should get a few more damage spells, but they need to look at healing, theirs so many ways it can be improved uppon and I personally don't think you need a complete redesign going into a new expansion, they need to cutdown on healing buttons while adding more general damage in future fights.
It's never a solution as "oh add this and healer is fine" It's multiple layers to healers core design that needs to be looked at, Slapping DPS buttons and full rotations on healers, not bothering to look into anything else, will not fix healer to be more fun or appealing to healer players, but adding extra damage buttons ontop of trying to improve how healing works in ff14 seems like the best way to go.
I can only imagine healers and tanks will likely get easier though in dawn trail with the way "balance" likes to be less and less about actually fixing anything and just making everything different flavours of each other.



In what world a rework of all the bosses this game has is cheaper than fixing the kit of 4 jobs? (Besides this actually wouldn't solve anything since normal mode needs to stay easy, solo instances exists, the healing kit of healer is extremely basic and many more reasons)
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



