So the problem isn't you want to heal more, or do more dps stuff.Because both Glare spam and Cure spam have no interaction beyond their base function. If I use Jolt on RDM, I get a buff that ignores cast times and gauge, the next spell I use gives me more gauge and possibly a proc. Melee uptime on PLD gives me sheltron and doing the combo gives me Holy Spirit and Atonement. What healer offers something close to this in basic interaction? Glare and Cure don't do this, and oGCDs are set and forget things you use once every 60s, they're not regular interactions in a fight. The closest you get is Sage getting Adderstings, something so pathetic that no one would take you seriously for suggesting I play Sage instead.
Button bloat is a problem square made when they gave us too many unnecessary healing tools. Get rid of buttons like Fey Blessing and the new Seraphism, we don't need them.
Also it's better to point out problems rather than specific solutions as it gives the devs space to figure out how to solve those problems. Specific solutions lead to long posts from arm-chair devs who can't see the inner workings of the game like the actual devs. All you're doing is just being dismissive of the problem anyway, so me getting into how I'd personally design jobs wouldn't go anywhere.
The problem is you want your class gauge and other traits to do a wider array of things. Why isn't this posted ANYWHERE?
What do you think those class gauges and traits should be doing? Picking our noses? Those interactions should include healing resources that I have to spend wisely and extra DPS spells. Those healing resources would be useless if we also didn't have more incoming damage.
#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.
You don't have to be rude about it, I'm genuinely trying to understand exactly what the problem is. We've gone around this discussion seeing "DPS is lackluster" and "We want to heal more" and being met with "NO NOT LIKE THAT."What do you think those class gauges and traits should be doing? Picking our noses? Those interactions should include healing resources that I have to spend wisely and extra DPS spells. Those healing resources would be useless if we also didn't have more incoming damage.
This whole thread can be summed up with one sentence explaining the problem is as follows :
"Players in the healing role would appreciate if the healing DPS rotation could be more dynamic much like many other DPS jobs, either by new mechanics or traits added to make it feel more fun."
Instead I'm trying to give you guys potential solutions that fixes the original arguments I read of "We want to heal more and dps less" and being told, "That just replaces Glare Glare Glare with Cure Cure Cure. No."
If you're trying to drive home a point and ask for fixes, be VERY SPECIFIC with what you're asking for.
Unless I'm mistaken, didn't you already ignore suggestions to read the first post in this thread (if you didn't- my apologies)- that summarizes a few important points.You don't have to be rude about it, I'm genuinely trying to understand exactly what the problem is. We've gone around this discussion seeing "DPS is lackluster" and "We want to heal more" and being met with "NO NOT LIKE THAT."
This whole thread can be summed up with one sentence explaining the problem is as follows :
"Players in the healing role would appreciate if the healing DPS rotation could be more dynamic much like many other DPS jobs, either by new mechanics or traits added to make it feel more fun."
Instead I'm trying to give you guys potential solutions that fixes the original arguments I read of "We want to heal more and dps less" and being told, "That just replaces Glare Glare Glare with Cure Cure Cure. No."
If you're trying to drive home a point and ask for fixes, be VERY SPECIFIC with what you're asking for.
If you haven't, then I don't think it's fair to ask others to "be specific" when this isn't a simple topic, and we're clearly at almost at 300 pages - actually more due to links. Nor is it realistic for you to provide a solution given that, an opinion, likely - but you'd miss key context.
1. Add new DPS actions and/or make existing DPS actions available more frequently to create more dynamic offensive gameplay without significantly changing total damage dealt.
2. Consolidate existing healing actions to remove repetitiveness, enhance existing actions that compliment each healer's identity, and promote a healthier balance between GCD healing and OGCD healing.
3. Reevaluate encounter design across all levels of difficulty to ensure that the healer role provides something invaluable that cannot be as effectively replicated by other roles--something that is important to the success of the encounter; an exception to this is content designed without standard party comps in mind (e.g. Deep Dungeons, Variant Dungeons, etc.)
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.
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