Not surprising you main the most braindead tank.I've only ever had one trollish healer, they threatened to not heal me if I kept pulling (I was playing MNK and was literally beside the Tank on every pull) so I told them that refusing to heal out of spite was a reportable offense, which I don't even know if it's tru but it shut them up. Here's the sad truth about this whole healer strike; 99% of healers are perfectly fine and realize that the rest of the playerbase wants them DPSing so that everyone can finish their roulettes, or their clears as fast as possible because they respect other people's time. Then you have this tiny, vocal minority that actually want everything to be way harder and take up more of everyone's time because their enjoyment comes first, damn everyone else. That's why I'm here. Because I see a group of selfish people trying to ruin everyone else's time so that they can have a negligible improvement to their rotation, all the while refusing to partake in anything harder than Normal Variant Dungeons or Extreme Trials.
I support this forum thread about the healer role.
The direction of dumbing down the role and silencing it due to poor balancing of other roles is simply incomprehensible.
It is absolutely not healthy to play a healer right now.
DPS and tanks have way too many powerful regeneration/healing tools, and the worst part is that no DPS or tank players even asked for this, especially for the DPS role.
It is very clear that it has become urgent for Square Enix to nerf the sustain of tanks, particularly the warrior, who does everything better than other tanks and doesn't need a healer in dungeons.
This is neither normal nor healthy in a game based on a DPS/tank/healer triad.
Square Enix, please take players' feedback into account and make adjustments to the healer role so that it finally meets expectations.
Additionally, please reduce the healing/HOT tools for the DPS role; we don't want them, and they often come with a penalty on firepower.
Each role should have its own purpose in a game: tanks with high defense, DPS with high damage, and healers with satisfying healing kits.
We no longer want to see any instance, no matter how easy, completed without a healer.
Abolish the 1 tank and 3 DPS dungeon composition by reducing the sustain of the tanks involved.
Reduce the regeneration effects and AOE healing on the DPS role.
Please correct these design errors that should have been addressed when the Fatal Omega instance was cleared without a healer.
I would argue current healer design is why we have so many bad healers in the first place. "Hey here's 18 different buttons anyway you only use 4 of them, GCD more like Glare cooldown" and people drawn to the role that just want to mindlessly press 1 and die to every mechanic because they're watching Netflix in the other window.
Hello again.
I posted what I noticed from yesterday's communication in my own way on the Japanese forum, and received some responses.
The first thing they are thinking about is what kind of player base you guys are thinking about; there is a huge difference from very casual players to those playing high difficulty contents.
Many people seem to think that if you care about casual users, it is not a good idea to overburden them with healers.
Also, some players who play mainly using PT finder and CF have never thought it was boring; adding that they can understand your opinion because when PT members are good enough and there was no need for extra heals, it is monotonous to play just throwing stones (Before 4.x, WHM was called "stone throwing machine" by some).
Some Japanese players also came to recognize that there were problems not only in tank and DPS skills, but also in content design, and some expressed that they thought this way when told.
Simply hearing "HEALERSTRIKE" or "STOP 11111" will lead to miscommunication, as some misunderstood the opinions and some came to believe that the movement was too radical.
However, if we specifically explain the problems with the content and the healing ability of T,D, JP players may gradually understand the true meaning.
Some users were surprised that the discussion in the EN forum was more heated than they had imagined, while others said that they had "seen similar discussions before (around 5.x?)."
One thing I would like to mention is that many Japanese users think that the posts of people who come to JP forums using translation tools seem very belligerent.
Depending on which translation tool you use, the impression you get is totally different depending on whether you use polite expressions peculiar to Japanese or not.
I don't want EN and JP to become enemies because of this (and probably you don't either).
If you ever come to JP's message boards, please be careful to use gentle expressions.
That's definetly a troll, who can say something like this with a straight face
As someone who defended SE and got labeled as white knight on multiple occasions, even I would feel embarrased by this statement
I agree with the general sentiment, but there are some problem with it.Hello again.
I posted what I noticed from yesterday's communication in my own way on the Japanese forum, and received some responses.
The first thing they are thinking about is what kind of player base you guys are thinking about; there is a huge difference from very casual players to those playing high difficulty contents.
Many people seem to think that if you care about casual users, it is not a good idea to overburden them with healers.
Also, some players who play mainly using PT finder and CF have never thought it was boring; adding that they can understand your opinion because when PT members are good enough and there was no need for extra heals, it is monotonous to play just throwing stones (Before 4.x, WHM was called "stone throwing machine" by some).
Some Japanese players also came to recognize that there were problems not only in tank and DPS skills, but also in content design, and some expressed that they thought this way when told.
Simply hearing "HEALERSTRIKE" or "STOP 11111" will lead to miscommunication, as some misunderstood the opinions and some came to believe that the movement was too radical.
However, if we specifically explain the problems with the content and the healing ability of T,D, JP players may gradually understand the true meaning.
Some users were surprised that the discussion in the EN forum was more heated than they had imagined, while others said that they had "seen similar discussions before (around 5.x?)."
One thing I would like to mention is that many Japanese users think that the posts of people who come to JP forums using translation tools seem very belligerent.
Depending on which translation tool you use, the impression you get is totally different depending on whether you use polite expressions peculiar to Japanese or not.
I don't want EN and JP to become enemies because of this (and probably you don't either).
If you ever come to JP's message boards, please be careful to use gentle expressions.
Healers have expressed their concerns for multiple expansions, and much of that was properly and politely argumented and explained. And that got completely ignored. At the same time a tank like WAR gets all the attention it could ever want, seemingly because of some streamer that manufactures outrage. FF devs are giving of the wrong signals. If the FF devs and/or JP players want a a delicate silken gloves approach, they had to actively respond to those and ignore the manufactured outrage. Enough healers are completely fed up with that, so now things are getting more direct and hostile.
You're basically asking healers to go back to what they did before, which didn't work for the last 5+ years.
Then that's a completely different thing. The blame, if you want to put one on someone, is to be put on the balance/design team, not on the players who are just using their tools.I disagree. You, as the tank, have a heal. Why not use it? It's logical to use your kit. But doing so removes the need for the healer. And also makes it so you don't need to rely on healers that might not be as good. Finally, it reaches a point where, when they do heal, it's annoying.
If I'm tanking and see an Excog on me, all I'm thinking is that I'm paired with a smart healer and that I can save my cooldowns for a later time as I want to take advantage of that Excog proc.For example, if you are a Warrior and a Scholar puts Excogitation on you, it's like why waste DPS on me? And it doesn't activate at all. Or a WHM that uses Benediction when I just use Equilibrium or Bloodwhetting. It gets to the point of feeling annoying because you're doing that job yourself.
And if I'm WHM I just need to be smart about my Bene and be prepared to use it when I know my WAR doesn't have their BW available.
I made multiple posts over the last few days which all circle back to "play dps if you want to dps", so yes I got tilted in the end because it was like facing a brick wall. They gave no valid concerns at all, it was like walking on eggs not to bruise them. And it was even more appalling since the concerns they raised were no concerns at all, precisely because it didn't concern this type of players. It was for people who want an engaging gameplay to begin with, which doesn't impact them.
Genuine question, but isn't this the original goal of the trinity: different responsibilities that each role needs to enact to ensure joint success, and any role failing will cause a cost (e.g. a wipe) for the group?The problem is that you either have it your way and any time a healer F'd up and die its a wipe unless the boss is almost dead and you punish the all party for the healer mistake or you gives the party a chance to succeed.
A few month ago i had a Ghimlyt Dark run where the healer dc'd mid fight on last boss nobody got mad when the paladin started to keep us alive with clemency quite the opposite actually.
Tanks not managing the enemy --> enemy gets out of control, kills the group
Healers not managing health --> team dies
DPS not providing enough DPS --> can't kill boss in time/ trigger enrage --> kills the group/duty fails
I know this is not necessarily the state we are in right now (at least in casual content) but I think ideally trinity-based content should be designed in a way that each role has its distinctive responsibility and that their contribution to success (or failure thereof) is more or less valued equally.
Any of the roles not performing well should endanger everyone's victory imo. DPS not being able to execute their rotations and securing enough damage while doing mechanics should also punish the group, just as a healer or a tank not doing their job does.
I'm not saying that the trinity is the end all be all. I do enjoy the open system of PVP quite a lot. I just think that if you enforce a trinity its necessity should actually be reflected in the encounter design and the way the group has to play together.
When even the most formal english you make is lost in translation, we need to be more receptive. Not to mention cultural differences is also a contributing factor.I made multiple posts over the last few days which all circle back to "play dps if you want to dps", so yes I got tilted in the end because it was like facing a brick wall. They gave no valid concerns at all, it was like walking on eggs not to bruise them. And it was even more appalling since the concerns they raised were no concerns at all, precisely because it didn't concern this type of players. It was for people who want an engaging gameplay to begin with, which doesn't impact them.
#FFXIVHEALERSTRIKE
- Seraphism is BAD.
- Give us back Shadowflare and make Deployment/Emergency Tactics affect Biolysis
- Give us back Rouse
- Make pet management rewarding.
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