Let's not pretend that we need healers to survive tankbusters either.
But it wasn’t the core identity back in heavensward and stormblood. Or before in arr kinda strange that people say it now is after they made it op.I do think WAR's sustain is overpowered but Raw Intuition and Bloodwhetting are also the core identity of the job and what makes warrior so much fun.
As a WHM main (who also plays WAR), I do think they need to keep the ability but tone it down the potency a little or increase the cool down time.
Maybe there needs to be a debuff or other mechanic to decrease DPS or increaae physical/manage vulnerability after use so it's not just a no thought action that completely ignores the need for any healing. After all warrior is supposed to be sort of a berserker so it makes sense there is so punishment for going all in for a period of time.
Overall I do think jobs need some self sustainability. Especially for when not in party but any sustainability should come at some form of cost if the team isn't willing to cut back on potency or cool downs.
Pure coincidence I’m sure
Let's just remember that the only reason Living Dead on DRK was given a massive healing on attack, was because healer were unwilling to heal the drk. It wasn't aboit being unable to do it, seeing as healers are constantly complaining about having too many heals for how much damage goes out.
Thank you for being considerate, it's something I have very under control these days. The reason I suggested it isn't because button pressing is the problem, but rather the default position and action healers do is significantly more repetitive than other roles which can accelerate getting a condition like trigger finger.I'm sorry that you are experiencing this, but I just fail to see how this should be the foundation of the Healer Strike as you suggested. Video games in general feature a lot of button pressing, and it is an innate risk and something to manage regardless of what video game, or in FFXIV, what job, you are playing.
With other jobs, at minimum there is often a 1-2-3 pattern which is a decent variation of movement for your hand compared to the healer 1-1-1, which is more akin to the motion of an office employee using their mouse, because your hand and finger are locked into a single position for far longer. This makes it more likely that these players will develop micro-tears and traumas in the tendons because you're incentivized to lock your hand and finger into a fixed, non-resting position when you don't occasionally weave in an oGCD. And it means getting good at healer, which incentivizes that 111111 gameplay, would be an increased risk of developing such a condition compared to the generalized risk factors for video games.
It's not something to alert the news about, but it's something to consider the long term consequences of given how healers have played like this for years now. Which is more than enough time for veteran healers in particular to develop adverse effects from in comparison to other roles.
Let's not even pretend we're talking about WAR's supposed class fantasy here.
"Too angry to die" =\= "Too angry to let me or anyone else die every 25 sec"
PLD and DRK having that stuff made sense (DRK less so but StB's reworked of the job had to give it SOMETHING after ripping out so much of its unique actions), and maybe GNB too, but the reason Bloodwhetting even exists as is it's because of Nascent Flash. An action granted trying to give parity to the fact that they envisioned all tanks being able to do something to help the main tank while off tanking, forgetting that they already long since tossed out tankbusters that were any threat to a tank in normal modes whatsoever.
They set jobs up to fit situations they envision potentially being required ahead of expansions, and then these situations never materialize.
Nascent only even returns HP because they stole Bloodbath from MRD (WAR's base class) entering StB, something that keenly hit WAR's identity up until that point (self healing through big burst damage). They even reworked WAR in 4.2 partially to allow it to self heal more again. Never could it heal other players until ShB.
Not saying that this is a WAR problem alone, though, it was a whole battle system idea that had no reason to exist other than convenience because the game wasn't suddenly being designed to require all this extra, free healing from tanks.
No but by arr or heavensward standard a aoe without healer would be sooner or later still kill even tanks cause sustain wasn’t this massive per tank. But I assume you didn’t play war in heavensward or pld. Because if you would know this.
Ah, but we're not in ARR or Heavensward now, are we?
"Unwilling" is a very misleading term to use. It implies that healers were intentionally ignoring Living Dead and letting their tank die on purpose, but that wasn't the issue. There is no indication that the Dark Knight needed to be healed to max HP at all. No visual queues, no telegraphs, no audio cues... Nothing. The same is true for Doom. The game does jack all to teach you that mechanic or tell you when its in effect. You have the debuff icons, but they are microscopic and drowning in a sea of icons on the party list. Yes, a decent player can pick up on that once they've learned what that does, but that quite frankly isn't good enough.Let's just remember that the only reason Living Dead on DRK was given a massive healing on attack, was because healer were unwilling to heal the drk. It wasn't aboit being unable to do it, seeing as healers are constantly complaining about having too many heals for how much damage goes out.
In other words, healers weren't "unwilling" to heal a Dark Knight. Many of them either didn't know they were supposed to heal the Dark Knight, knew about the mechanic but didn't realize the Dark Knight used it, or realized too late and couldn't heal them in time.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
Thanks - I appreciate your patience and explanation. Awareness never hurts, especially as this is an issue for gamers.Thank you for being considerate, it's something I have very under control these days. The reason I suggested it isn't because button pressing is the problem, but rather the default position and action healers do is significantly more repetitive than other roles which can accelerate getting a condition like trigger finger.
With other jobs, at minimum there is often a 1-2-3 pattern which is a decent variation of movement for your hand compared to the healer 1-1-1, which is more akin to the motion of an office employee using their mouse, because your hand and finger are locked into a single position for far longer. This makes it more likely that these players will develop micro-tears and traumas in the tendons because you're incentivized to lock your hand and finger into a fixed, non-resting position when you don't occasionally weave in an oGCD. And it means getting good at healer, which incentivizes that 111111 gameplay, would be an increased risk of developing such a condition compared to the generalized risk factors for video games.
It's not something to alert the news about, but it's something to consider the long term consequences of given how healers have played like this for years now. Which is more than enough time for veteran healers in particular to develop adverse effects from in comparison to other roles.
You sure it wasn't because every other tank could basically handle the healing afterwards entirely on their own?Let's just remember that the only reason Living Dead on DRK was given a massive healing on attack, was because healer were unwilling to heal the drk. It wasn't aboit being unable to do it, seeing as healers are constantly complaining about having too many heals for how much damage goes out.
Living Dead had actually been preferable in certain circumstances in the past, such as needing a shorter cooldown than Hallowed Ground but a longer duration than Holmgang (also the freedom of movement; Holmgang used to bind the WAR for its duration too). Then they normalized them in ShB, but forgot that DRK's wasn't designed with exact equality in mind, and they now had 1/4 healers able to e.g. Benediction instead of 1/3, and AST's top end potency of Essential Dignity dropped so it was less able to heal up LD, etc.
Not to mention, so many healers don't even understand how Living Dead helps a DRK mitigate to this day, requiring that they play differently to truly capitalize in many situations.
It's certainly more complicated than "healer were unwilling to heal the drk".
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