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  1. #30
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I really don’t understand where the confusion is coming from because the general consensus here has been largely consistent. Sure if you ask each person individually what they want to see there are different answers, but the overarching answer is, and has always been:

    - Stormblood was generally a healthy midpoint between Heavensward and Shadowbringers—not too hard, but not too easy either. Now, there are some specific players who have waxed poetic about the complexity of Heavensward being even better and more fun, but still those players have talked about Stormblood being a good compromise.

    - All of this specifically references Scholar post patch, I think 4.01 where Miasma II was returned and Scholar got some emergency balance buffs, and Astrologian after… I want to say 4.2? Is when The Spear was changed from cooldown reduction to critical hit. I’m on my phone right now so I can’t check with wayback. White Mage has never been praised for its Stormblood iteration by anyone to my knowledge. At most, I’ve seen talk about how some like the concept of the old lilies reducing cooldowns, but that’s of course the concept and not the iteration we received. That discussion is more about interest in the idea rather than actually requesting the change. Like “If SE didn’t give up on the idea immediately and actually tried to adjust it, it could’ve looked like this.”

    - As for what people believe the healers need in order to fix their issues, naturally when we talk specifics, people are going to have different views and ideas. But again, generally speaking, the answer is D: all of the above. What would make healers fantastic would be: unique, modest DPS actions that amount to more than one spam and one DoT, debloating the healing kits of their excess free healing, make the healing actions kept offer more flexibility and interactivity, making adjustments to encounter design and non-healer sustain to go back to the balance between DPS and healing healers used to have, provide unique forms of utility for different healers that compliments their identities and gives them more defined strengths, and finding ways to connect all of these different aspects together into something that feels cohesive and rewarding when played well.

    The reason why it generally comes down to discussions about DPS is being that’s the part of healer design that continues to be challenged by an even smaller vocal minority of players who are fundamentally at odds with how FFXIV healer design functions at a foundational level, and also because no one has any faith that SE will ever increase healing requirements at all both by not wanting to make fights harder and not wanting to take the healing away from the tanks. Just giving modest DPS rotations is a way to make healing not a completely miserable experience for those that have fought against the current healer design paradigm if that’s all we can get, but the other solutions would be appreciated too.
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    Last edited by ty_taurus; 11-23-2023 at 02:36 AM.