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
It is miserable when the healer is inexperienced/unable to keep up with incoming damage and the party damage is low enough to struggle with small pulls (stone vigil etc). I don’t think outright removing tank sustain would make the game more fun overall. At the same time, tanks that miraculously cannot hold aggro are/were easy enough to deal with through healtanking, admittedly made more inconvenient by the hot aggro changes.
I think to keep in line with the “frictionless” interactions, the easiest solution is a medium length (15/18/21s) dot and another irregularly pressed button. After that, looking at the healing kits and consolidating the superfluous things - seraphism (why is this not a trait reducing et recast under dissipation), fey blessing (why does this cost no gauge and function as indom2), seraph (rouse/indom stacks or w/e) etc might be the next obvious step. Warrior is fun to heal on because of the limitations not despite them.
Maybe somewhat tighter ilvl syncs.
Make double tank autos in content with 2 tanks the norm, rather than the exception. Second tank does not need to be just a blue dps.
Maybe make autos a separate entity, because of how game works, when enemies start casting anything they stop doing autos alltogether.
Like take for example P3N where all of these are in effect, and P3N on release actually chunked tanks for a non trivial amount of hp with tank autos.
Also maybe add more things that needs to be cleansed. Like you do not have to add Dooms everywhere, but something to that effect. Like TG Cid adds 4 cleansable vuln stacks before doing a tank buster.
Sometimes rumors are just... rumors.
Last edited by BunnyQueen; 06-17-2024 at 08:32 PM.
#FFXIVHEALERSTRIKE
Outside of maybe a vanishingly small subset, people have not asked to remove all selfheals from tanks. The point made about heals from tanks is that in no circumstance they should come close (or even overshadow, like with bloodwhetting against multiple enemies) heals from healers, and that tanks should not get enough self and teamheals to take over the whole healer role in easier content at higher levels. I am sure most healers will agree that tank doing small pulls and using their defenses and selfheals properly, should be easy to keep alive for even the laziest new healer. And if tanks really need some additional selfheals to completely selfheal such situations, those do not need to be ogcd/inherent selfheals or strong enough to do the biggest dungeon pulls in the game.
Last edited by aiqa; 06-17-2024 at 08:58 PM.
Oh you were replying to me.
The game’s fight design is completely incompatible with that. 2.5s gcd isn’t fast paced, the net code hardly allows for reactivity and fights have been designed as a single hard hit then a whole lot of nothing for the best part of a decade. Going back through all of that and changing it to fit a high healing uptime is an absurd amount of work.
Say there’s a boss who lives in a poison swamp, while in combat in the arena there’s a goldbile/thousand maws floor effect with a reasonable dot. How long do you think the fight would have to last before healers couldn’t passively deal with it? How many wipes do you think you’d see where the below average healers wall the other 6 people’s progress on what average or good healers find trivial?
For aiqa:
M80 the literal first bullet on the first post’s manifesto is about sustain not belonging on other jobs. I would also like to know how well sb drk would cope with the mt gulg pulls.
Last edited by fulminating; 06-17-2024 at 08:48 PM.
I think we do need to bear in mind the skill gap between players and aim for a starting range of 50/50 healing vs dps at casual content, with more healing required as you go up in content difficulty. Currently I feel you only really hit that 50/50 mark when you reach Ultimate content. Casual content at the moment sits at 10/90 healing vs damage, with that 90 being the spamming of one button. We will always have healing down time and some more dps skills would feel good.
Utility on tanks and other roles is still fine as long as the 50/50 balance on the healing role is maintained.
To further my point about healers having more dps buttons - Healers also have content they complete solo - world map content, leve's, fates, solo instances etc. It would be nice to have more skills to use in these also. Especially for the final solo instance of Endwalker. Without spoiling, anyone who knows the poignancy of this fight will know how silly and sad it is to complete that fight while spamming 211111111 while other roles get to have a really cool fight with lots of skills.
Last edited by Summersong; 06-17-2024 at 08:59 PM. Reason: Tweaking last sentence to read easier
White Mage and Astrologian literately overlap every just about every skill involving healing. Back when AST could do shields, they either overlapped 100 percent with White mage or 100 percent with Scholar. It made them far more useful to balance out having one healer do heals and one doing shields. Then they decided AST wasn't white mage enough and took AST's shields away, leaving regen, making them play exactly the same as white mage. Hence AST is basically "weaker white mage with a card buff mechanic" instead of "Astral (regen)/Umbral(shield)" Maybe if the developers put more thought into it they would have realized this. With removing Selene from Scholar, that also nerfed Scholar's ability to be "Heal/Shield" or "Buff/Shield"
Like if I were to suggest a "rework" of just the healer role, I would make sure that there isn't a single "exactly the same" skill between them. This is only one suggestion
WHM - Pure Heals, all oGCD casts. Regen is automatically applied by proc. Only Dia and Holy is on GCD. "Stone" is oGCD that recast time goes up with more players in the party.
SCH - Pure Shields, all oGCD casts. The scholar gets three faries (EOS, Selene and Seraph) with EOS casting healing automatically, Selene casting Regen automatically, and Seraph casting both at half potency. The Scholar themselves cast only DoT's, Debuffs or Buffs (eg shields), all the healing is done by the fairy.
AST - Half shields, half Heals. Have the Astrologian select the "Astral" or "Umbral" deck, with one being regen, the other being shield. Remove "Benefic and Benefic 2" entirely and replace with GCD Aspected Benefic, and GCD Aspected Helios like how they originally worked. Same as WHM, Combust as Gravity are GCD but Malefic is oGCD that recast increases with more players in the party.
SGE - All "DPS" actions are GCD that redirect damage into health to the party (eg an 8 member party gets 12.5% each). Remove Diagnosis and Prognosis as GCD equivalents to Cure/Benefic and Medica/Helios.
Then to fix the tanks, do exactly the same to the self-heals. All oGCD, recast increases with more players in party. DPS self-heals are oGCD recasts that increase with more players in the party. Summoner and Red mage heals and revives have longer recasts with more players in the party. Do the same for potion recasts.
The idea being "not doing your role" is penalized in time the more players there are.
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