I'll just grab 7 friends and queue into it as a warrior. Easy, problem solved.Personally, I love the idea from some players that 'healer strike is pointless, because I'll just play healer myself if the queue times are too long'. Because, let's say you're playing a tank or DPS through the story. You get to the final level 100 trial, and the queue won't pop because there's no healers (due to combination of this and VPR/PCT hype). So you swap to a healer to get a fast queue... which healer, exactly? You'll all have used a non-healer to do the story, so your healers will all still be at level 90. The idea that people will just casually swap to a healer to avoid the long queues is wishful thinking, only SMNs will be able to do this on release. Of course it'll be less of an issue after the first week or so, when people start levelling secondary classes, but it's the first week that this strike aims to impact the hardest anyway
And while you have this kit the WHM is permanently stunning the mobs with holy so pressing your 25 variants of rampart is functionally totally useless unless the healer actively doesn’t know what holy isI saw this mentioned earlier in the thread and just wanted to emphasize and expand on it.
Imagine , for tanks, your combo was basically Frontline/pvp variant (One button press continues your combo string of, say, Heavy Swing>Maim>Storm's Path/Eye). You had a singular Dot Gcd. And then, to fill the rest of your class load out, about 10 different variants of Rampart of various effects and cooldowns. That is tragically what playing healer has, and as you can imagine, isn't very engaging
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Even the PvP combo still has an animation change over time with an increase in power as you keep it up, Glare spam is still worse than that. But yes, that's more or less what healers are like at the moment.I saw this mentioned earlier in the thread and just wanted to emphasize and expand on it.
Imagine , for tanks, your combo was basically Frontline/pvp variant (One button press continues your combo string of, say, Heavy Swing>Maim>Storm's Path/Eye). You had a singular Dot Gcd. And then, to fill the rest of your class load out, about 10 different variants of Rampart of various effects and cooldowns. That is tragically what playing healer has, and as you can imagine, isn't very engaging
Honestly, even current DRK isn't much better than the healers, the only thing not making it play like healers is the sheer amount of oGCD spam it has every 60s. Once you've got that done, you press your singular combo and every 20-25s you can press Bloodspiller, the only difference between healers during that filler is the 5-10s difference between the DoT and Bloodspiller.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
The job fantasy of being the defining element to clear all content, from basic dungeon to Ultimates, absent any healers, is not acceptable.
Ultimates are a very small percentage of the game. There has to be a way for healers to be engaging in the majority of the content that also permits healers to be effective in Ultimates. If healer DPS wasn't meeting the barrier to entry, maybe they should have lowered the check vs steamrolling all the healers. Maybe Ultimates need to be their own mode like PVP. I don't know what the ideal solution is, but the current one is not serving the player base.B]Over simplified DPS rotation[/B]
Healers already struggle to do their 2 button rotation and in harder content where it is expected, having a more complicated rotation but having the same expectations would make the difference of a good healer and bad healer even greater. If you clear the tier on content or do ultimates it is most noticeable when you used to actually fail to meet damage checks because of the healers.
I see what you did there.Strategy: Offensive, increasing the base potency of Bio (30s), Miasma (24s), and Shadowflare (15s) by 20p. Every healing tool works mostly as it currently does while in Offensive stance, so 'locking yourself in stance' doesn't punish you with 'your healing is pathetic'.
Strategy: Defensive, adding additional defensive properties to actions. Turns Physick into Adlo (saves a hotbar space), Enthuse (new basic AOE heal GCD) into Succor, adds a barrier to Excog upon application, changes Indom to a barrier, Expedient's mitigation increased from 10% to 15%, Protraction applying a second copy of itself, Perpetuation, for another 10% Max HP increase effect, etc.![]()
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
And when you try to voice opposition to the state, you're told by the developers some response such as
"It felt bad to use a big defensive early, and then take tank busters without any mitigation without depending on a healer. In order to combat this we've decided to make tanks more mitigation focused to handle a variety of encounters and play patterns. We've also simplified rotations as tanks were too enveloped in performing combo actions to pay attention to important cast bars and on screen effects. "
Possibly a little too dramatic but that's about how I remembered the rationale for the original healer changes
I definitely think you should try ultimates and criterion (not variant). It sounds like you need harder content that actually forces you to use more of your toolkit and more gcds.
I'd be impressed if you could do all of criterion or savage criterion without using gcds at all, it is very well tuned and basically wants you to use gcds. At the moment savage does not provide that for you because everyone is well over geared by 20 item levels above what the content was made for and you have echo. There is content that will use your toolkit and more that it seems you don't do based on some of your previous posts. I don't think it should be up to SE to raise the difficulty of every piece of content when there are many casuals that want to just do the story. If you cleared the current savage tier and want harder content/complexity then you are not a casual and you should be getting yourself prepared for ultimates because its there for you.
part 2
Ultimates aren't any better, chief. This is Omega, for reference.
Those healers would be called Strike Scabs. I'M KIDDING, I'M KIDDING. I honestly don't expect people to not player healer when the game drops, but I do believe this thread is important to voice a concern the community has had for years. I don't want to return to a time were healers felt forced to cast DPS spells in lieu of just healing however I do believe Healers and Tanks need better mechanics to provide choices for player in picking which job in a role to use. I also think Healers should have more raid DPS enhancing buffs and debuffs. Alos on the Japanese side of the forums they added a good point, why doesn't the game have more debuffs you can remove? If a player has 3 or even 4 stacks of something, wouldn't it be nice if healers had a way to remove debuff stacks one at a time?
This is literally what DT job design is....I saw this mentioned earlier in the thread and just wanted to emphasize and expand on it.
Imagine , for tanks, your combo was basically Frontline/pvp variant (One button press continues your combo string of, say, Heavy Swing>Maim>Storm's Path/Eye). You had a singular Dot Gcd. And then, to fill the rest of your class load out, about 10 different variants of Rampart of various effects and cooldowns. That is tragically what playing healer has, and as you can imagine, isn't very engaging
While I can totally understand if someone finds healer unengaging at the moment, I feel like describing it like this makes it look worse than it actually is. Even with white mage you still have stuff like asize, Afflatus Misery and the new 3 hit combo in the burst phase in Dawntrail after presence of mind. Of course understandable if those things don't matter that much to someone and to find it uninteresting to play anyway. But I feel like there is no reason to describe it even more barebones than it is or will be (especially if the goal is to describe healer gameplay to someone who doesn't play healer)I saw this mentioned earlier in the thread and just wanted to emphasize and expand on it.
Imagine , for tanks, your combo was basically Frontline/pvp variant (One button press continues your combo string of, say, Heavy Swing>Maim>Storm's Path/Eye). You had a singular Dot Gcd. And then, to fill the rest of your class load out, about 10 different variants of Rampart of various effects and cooldowns. That is tragically what playing healer has, and as you can imagine, isn't very engaging
Great minds think alike (or maybe I just subconsciously amalgamated your idea into mine idk), either way, the point is made: there's ways to have Cleric Stance style stance-dance gameplay, without it being as all-or-nothing punishing as the original Cleric Stance was. Of course, these ideas come with the caveat of 'there's a chance for a player to play incorrectly' which SE is deathly afraid of, when it comes to healers, so it's exceptionally unlikely we'd see anything like them ever again. Instead, it would seem SE prefers to have a single, powerful DOT, wherein if you drop them (quite easy because of how long they last now), you lose 55-75p (depending on which healer) per tick
Last edited by ForsakenRoe; 06-16-2024 at 12:14 PM.
|
![]() |
![]() |
![]() |
|
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.