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  1. #11
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by KenZentra View Post
    So, do you want to play a DPS that heals, or a Healer that can DPS?

    I play healer sometimes in FFXIV, but I main Healer in WoW as a Holy Priest. As a Holy Priest, in terms of what i can do when I DPS, I have:
    Smite - Deals Single Target Damage
    Holy Fire - Deals Single Target Damage and applies a short DoT
    Shadow Word: Pain - DoT Damage.

    Thats it.
    /thread

    This is the thing right here.

    Some people want to play a DPS that heals - we have that, it's called RDM, and they never heal because it's "suboptimal".

    Some people want to play a Healer that can DPS - this is what encounter design (regarding damage done to the part) and healer kits should be designed around.

    And yeah, Holy Priest in WoW manages this with just a few damage buttons (I think they might actually have 5, though you don't use Shadow Word: Death as part of the rotation in a more general sense, and WHM has 5 DPS buttons anyway - Glare, Dia, Assize, Misery, and Holy; also Presence of Mind as, effectively, a DPS CD and Solace/Rapture as combo actions to get a Misery).

    WoW Holy Priest: https://www.icy-veins.com/wow/holy-p...owns-abilities

    Surge of Light on Holy Priest is just a neat ability, too, since it triggers from heals but also from Smite. It'd be like if Glare had a chance of triggering Freecure...which is actually not at all a bad design idea. Rhapsody is also a neat ability. Every 1 sec increases its healing and damage by 20%, stacks to 20. Imagine if Holy had a small heal attached and worked like that. Would even give you a reason to use Holy in your single target rotation for big damage when the buff maxed out.

    It's less that FFXIV's healer kits don't have as many damage abilities (or too many healing ones) and more the abilities don't interact. Other than Lilies and Misery or Cure 1 and Cure 2 via Freecure or Plenary boosting AOE heals by 200 potency, there's not a lot of "this affects that", so abilities are kind of used in isolation. And the cases that do exist are MOSTLY cooldowns. Plenary is, Lilies are (due to being resource gated). Freecure is the only thing that really isn't, and again, Glare having a chance to proc Freecure would kind of be neat. Hell, have Freecure make "the next Cure 2 OR Medica 1 instant cast and cost no MP", that way you have the option to use it for single target OR aoe healing, and it would also mean Medica 1 isn't totally undeserving of a place on people's hotbars.

    Quote Originally Posted by Deceptus View Post
    Complex healing kits can't really happen the way this game is designed (every boss fight is a dance). Only need to heal so much damage.

    So more complex DPS kits are really the only other option if CBU3 isn't going to lean into the "support" role.
    And yet, in ARR, healing was more GCD based than now and damage more consistent meaning healers were using far less Stone/Ruin 1 casts - even ignoring their DoT refreshes - to cast healing spells. The game has literally done this before. No, more complex dps kits are NOT the "only" option.

    Quote Originally Posted by ThaCa View Post
    If healing is going to stay as is and even tanking keeps getting simplified, they should just go all in on the DPS playstyle. Consolidate the kits to have the core few skills to deal with raid wides and have spot healing option or two, move all mitigation to Tanks and fill the bars with variety of DPS or buff options.
    That...is an absolutely horrible idea. Forget healers, I can't imagine TANKS would be happy with that, nor would at least half of DPSers. NIN, BRD, DNC, SMN, and RDM would probably not like that, either. The only people I can imagine liking that are SAM and BLM mains.

    Quote Originally Posted by Raikai View Post
    I'd rather have more engaging healing mechanics and things that would have me spend more time actively healing or thinking how to improvise to certain situations other than just mapping out my cooldowns on a timeline spreadsheet. That would require not just healer mechanics changed, but actual encounter design changes.
    Very much agree with this.

    Also agree the healers should have different damage rotations. One having nuke+DoT is probably fine. Maybe even two. But do we really need all four to have the exact same (more or less) damage kit? Probably not...

    Quote Originally Posted by Hyperia View Post
    As a career WHM since launch, I would like to see more healing, less need for healer dps and possibly more utility spells for healers. That could include reducing individual job self heals and transferring mitigation and dps boosting spells. That alone would keep healers busy and justify our existence.

    As it stands now, my WHM can be replaced by a WAR and that feels so sad it hurts.
    God I feel this.

    The problem isn't we don't have enough DPS buttons.

    The problem is we use the ones we have so much because encounters have far less healing than they used to and far more non-healing Jobs that do healing/mitigation/sustain. I also have been playing since ARR (2.3) and all the people that say "The game's always been like this" - no. No it has NOT.

    Quote Originally Posted by Nabril View Post
    I used to think healers in this game should focus on healing, but having healers do DPS has been an important staple in this game since the beginning.
    No, no it has NOT. In ARR, it very much wasn't this way.

    PARTLY because we were all less knowledgeable back then, but also because kit and encounter design didn't work that way. WHM had one oGCD heal, Benediction, on a 5 min CD. There was no way in hell a WHM could oGCD only heal like you can now. And we didn't have a fixed 10000 MP pool with fixed MP costs for spells. You had to use GCD heals, meaning you'd go OOM if you did too much damage, so WHM's often would do less damage and more healing. "healers do DPS" was not a "staple in this game since the beginning". Where that really took off was HW, because some of the raid bosses were so overtuned you HAD to have healers DPS otherwise you couldn't clear the Enrage, and this was something Yoshi P said they didn't intend to balance around, which is why no raid fights have been that bad since Gordias, which almost killed the game a second time and devastated the raid scene.

    You may have heard that "over and over", but it's a lie and always has been.

    And no, healers shouldn't have complex DPS kits and maybe 3 healing spells. That's not a healer, that's a DPSer. Hell, DNC already has almost that, as does RDM. Those aren't healers, they're DPSers.


    Quote Originally Posted by Gember View Post
    What would you all like?

    - Faster auto attacks and casts from the mobs.
    - Everything hits a lot more harder. Raidwides, autos, tank busters, & etc.
    - More RNG damage targeting different roles. Healer stacks going on DPS or tanks. Yes it exist in the game already, but the RNG I am mentioning is more of it in a shorter amount of time. Healers worship Chaos. (Tankbusters not included)
    - All the of the healing potencies get reduced so healers have to do a little more sweatwork. This also includes support abilities from other roles.
    - Reduce the gear creep. Yes, players will be stronker overtime, but not as much as were witnessing now. Make that materia worth it!
    - More nasty debuffs that eat HP like candy, and the healers have to do something about it. Non-curable poison, heal to full doom, and something something else to that effect. Esuna doesn't get to be king of every single one of them. That's boring.
    - or all of the above?

    -shrugs-. There is plenty ol ways to make healing fun, and it really just boils down to balancing the stats of the game, the speed which the game fires off mechanics, finding quirky things to throw healers off in a fight, and the people you play with too. There is a lot of great players in this game, so if you're bored; just blame them for all of your problems. /s

    I am all about healing. Finding ways to weave more DPS while taking care of my team is always a fun challenge, but the fun should truly be in just knowing that I do a good job keeping my team alive through nuts and all. I don't feel that way when my heals are too powerful, when fights are too slow, or that other roles can take care of themselves without the help of a healer. I can spew a long list of current issues that is involved with the potency stats in this game, but this is not the thread to talk about that.
    ALL of this. I kind of said as much here:

    https://forum.square-enix.com/ffxiv/...=1#post6385101

    Quote Originally Posted by Renathras View Post
    It's because there are several types of healer players.

    The simplest way I've ever thought of to explain it is imagine there are three general types of people that want to play healers:

    Pure/True Healer (in the sense of "True Neutral" in Baldur's Gate being the "Neutral Neutral" alignment). These are "Healer Healers". They like filling party health bars and generally helping people out in need. This is like what I am. I don't get any dopamine hit from seeing a big damage number (I couldn't even tell you what my average Misery hits OR crits for since I can't even see the number in the general explosion of VFX that is the boss model during a given encounter). But what I love is salvaging a crazy situation or keeping people alive. Throwing a Tetra on someone, landing a Cure 2 on someone, and throwing a Benison on someone else, all who were damaged right before a big boss attack, all of whom survive due to the quick actions. Recitation + Adlo + Deployment Tactics making big yellow bars such that the incoming attack doesn't even scratch anyone's health bar. That kind of thing I love. That's where my joy in this role comes from. Such people derive a lot of joy from just healing and aiding others, just generally helping out, aiding players through encounters they'd have trouble clearing on their own, patching up others mistakes, and they LOVE kits with a wide variety of heals and mitigation/shielding abilities that let them really crank out the healing or block damage outright from applying in the first place. This is your WoW Holy Priest, your FFXIV ARR WHM, your Everquest Cleric.

    Support-Buffer Healers (also "Support role" players in the few MMOs that have Support as a fourth role). These people tend to want to help out their allies and are natural synergists. In life, they derive joy from making other people successful, empowering others to succeed is their jam. They love "combat-adjacent" type abilities. Stuff like AST Cards (the old/good ones or the current PvP ones), they loved that Caster role action in SB that let you give people MP and that old NIN ability that gave people TP, they love Dance Partner, Expedient, and so on. Stuff that boosts other people's capabilities, whether it be doing more damage, moving faster so they can more easily resolve mechanics, or having more resource generation. This sub-role/discipline/focus has been mostly removed from the game, though it somewhat lives on with AST and DNC (yeah, SCH has Expedient but that's about it). "part time healer, full time buffer". A sort of side-version of this is the saboteur (btw, I'm using those two names as they correspond to the two sides of this exemplified, in all places, in FF13 - the Synergist and Saboteur classes), which instead of boosting allies likes debuffing and debilitating enemies so their allies can hit them harder or better survive their attacks. This...doesn't really exist in FFXIV. It'd be a Job based around using abilities like Addle and Feint as its main rotation, if that makes any sense. "part time healer, full time debuffer", as it were. In the more extreme cases, they may not really like "healing", per see, all that much, though most like having some healing, such as an EQ Bard being mostly about buffing their allies, but also having some token or off-healing it can contribute to the party or in a pinch shift into healing if the main healer goes down or OON. This is your WoW Classic Shaman/Paladin, Everquest Shaman/Enchanter/Bard (the saboteur side, Necromancer?), FFXIV AST or DNC.

    Support-DPS Healers. This is the group most dissatisfied with current healers in FFXIV. These are people that like juggling a DPSer rotation but also like not being limited to being "just a DPS". They really, genuinely ENJOY "doing 1000 dps in HW aoe packs when DPSer Jobs often had trouble pulling those numbers". They tend to be highly competitive and love blowing parses out of the water and quickly burning enemy packs as "healing via damage mitigation". But they also like to keep the corner of their eye on party health bars so they can flex the healing side of their kit at the same time. They derive pride from knowing both halves of their kit inside and out and often from being forced to use both sides to their maximum. They love having a DPS rotation and weaving heals between them without missing a beat, or cycling back and forth seamlessly between dealing damage and delivering healing. Jacks of all trades, these people would love RDM in FFXIV _if_ it wasn't for the fact RDM's (as a DPS Job in FFXIV's rigid trinity combat system) are expected to avoid Vercure for the most part and be strictly DPSers as their total focus outside of Verraising people on occasion. Like DPS players, they define their skill not just by what healing they can do but how much damage they can push, and they tend to be highly competitive unlike the Pure Healer and Support-Buffer Healers, which are more like the anime healer archetypes that just want their party to be happy/successful and measure their performance by that. This is your WoW Discipline Priest, Everqust Shaman, and in FFXIV, there really isn't one, but in ARR, HW, and SB, SCH was this. Note that this group CAN enjoy complex healing challenges, but they need to be complex and push them, and they still want at least a somewhat complex DPS experience with it.

    ...

    The first step to any solution is acknowledging that there are different types of healer players AND that they all have a seat at the table. The people demanding higher DPS complexity on all healers aren't willing (or able?) to do the latter of those two things.

    The sad thing is: FFXIV used to accommodate all four types.
    Pure/True Healer players just love HEALING. Pure/True Healer and Support-Buffer Healer players love knowing their team succeeded and define a job well done as that.

    PROBABLY the bulk of people that pick healing in games are one or the other of those, so healer Jobs should generally be designed around them.

    This doesn't mean nothing for the others, as you can also have a healer Job for people that are Support-DPS Healer players. But that should not rule ALL healer Job design nor should it displace the other type of healer players or dictate bad encounter designs having too little healing requirements.
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    Last edited by Renathras; 11-23-2023 at 05:52 PM. Reason: EDIT for length