I agree that tank healing / sustain shouldn’t be removed and that healers be given more stuff to do, but I think it’s time for some nerfs. Even if healers are given more to do in terms of dps and support actions, which I agree with, our primary focus is to heal.
It’s easier to nerf tank sustain than to outright remove it completely as a good player can still work around the nerf.
Nerfing WAR’s Bloodwhetting by decreasing the heal potency or cooldown timer, or perhaps even both, would be a boon for healers as it allows for more interactivity with their healing abilities.
I also agree with all these criticisms of healer jobs, and am glad you specifically pointed out the scholar seraphism ability that makes scholar looks like it's wearing astrologian artifact armor. While healers have less and less use and distinguishing characteristics, it's kind of a larger problem with 14 in whole. All the jobs are homogenized. I basically have one hotbar setup for tank, healer, or dps and just slot the abilities for each into the slot... combo123, aoe, etc etc. Every job is exactly the same. No job has specific usefulness or individuality. Bringing a dragoon or black mage it doesn't matter. There's no buffing jobs, debuffing jobs, damage over time jobs... the 14 philosophy is they want any job to be able to solo all content, so you can't have tanks that do no damage but have great defense, and you can't have glass cannon black mages, or fragile healers.
I've never seen a game strike work, but I'm adding my voice of dissatisfaction.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
As someone who mains heals, all of these things that people are wanting feels like such a double edge sword. This is my bad hot takes and im fine with them being bad hot takes.
-Healers need more dps buttons:
Personally for me i disagree, my job is a healer, not a dps. Im here to make sure i keep all my special little dps who like to greed and eat AoEs alive, not focus on a dps rotation. if i wanted a dps rotation or a complex dps output, id go play dps. not healer. in almost every game, a healers job is to heal first, dps second or not at all.
-Improve fights:
Sure, this is a good way. I some what can agree on the fights needing to improve. however, this has been an issue in every game that has the holy trinity, and group play. Thing is, healers are needed heavily at first to prog and fix mistakes. Slowly it becomes a point where they some what arnt really needed as much. People dont clip AoEs, or stand where they shouldnt making healing less needed. But this also goes back to above statement of being a double edge sword. Improve fights, then i will have to focus more on healing, which makes them more interactive/complex dps buttons obsolete and unneeded because i need to focus on keeping people alive instead of worrying about my dps rotation.
-Remove heals from dps and tanks:
This kinda ties into fight designs and again if they made fights more complex well ima need these tanks and dps to have SOME way to keep their self alive. Prime example is dungeons. Because what if i make a mistake? What if i stand some where get hit with doom or w.e the other variant is, or i just make too many mistakes because i dont know the fight and croak. They need to be punished and have to dump the fight? That dosnt seem fair to me. Do i think some of these tools need to be toned down a bit? yes. but not outright removed because then they would be getting punished for my mistakes and thats just not a good time for anyone because im going to make mistakes.
No matter what gets done, healer will always be a double edge sword.
Honestly I only looked at this and last weeks Monday's video to see if he addressed the topic, otherwise there's plenty of other content creators who care more about their work to watch.
Speaking of which, Loki Goldnight made 3/4 more videos, reacting to Cole and Zepla's videos, where he expands on his view of the matter.
Major points: "Don't take away other people's fun toys, give me more fun toys." And "Bring back Hard Mode Dungeons/make a content difficulty between dungeons/Normal Trials (easy) and Ex Trials (Med Easy)
I played WHM for many years and really just have no interest in playing it or any healer anymore.
Which also means I'm the target audience to ask the question "What would it take for me to want to keep playing it?"
And it's difficult to say. You would almost have to completely overhaul the role and how it works. A slightly more engaging DPS rotation sure. I'd also like to see Healers take on more supportive roles with more damage boosting or movement buffs. But the other thing that would probably need to happen from a healing standpoint is a significant blurring of the lines between the regen/shield healing split.
"MORE HOMOGINIZATION? HOW DARE!" You say. To be fair I should probably let this thought cook longer but whatever lets roll with it.
Because most (not all) content needs to be clearable with nearly any configuration ANYWAY, it means that the difference between shield and regen heal has to be negligible at best in more casual content like dungeons because you only bring one or the other. This negligibility extends until you get to the peaks of hardcore content where, depending on the mechanic, you may STILL not need both kinds of healing. So there's tons of mechanics that can be completely ignored by a WHM because it's completely in the wheelhouse of a SCH to deal with it.
Lessen the specialization, give weaker regen/shield spells to all healers, let them stack, force healers to participate in both kinds of healing, introduce synergies between them Like: "Shield heal, when stacked on top of with another healer's shield gives X bonus" or even "A Regen heal when applied to someone with your own shield grants X effect" or something. Suddenly specialized healing mechanics designed for every healer and healing combination can be more involved. In the same way that Tanks are able to have shared mechanics and coordinate together because of similar toolkits, healers can have that too. Which seems better to me than "Oh here comes a big hit, better have the shield healer press their big mit button while I continue to glare. I'll throw an asylum after maybe to top them up." Y'know?
And you don't have to completely eliminate the split, but maybe make it a minor "specialization". Like, SCH can still have shield healing boosts, but it boosts shield heals for BOTH healers not just the SCH. Then tune it so both healers have to be part of the healing solution instead of just letting one be able to kitchen sink gigachad it.
In the end though, this still boils down to healing potencies being ridiculously high and incoming damage being way too low. There's just never a reason to use half your kit and when you DO have to GCD heal, it amounts to just spamming the ever living shit out of it so you're still pressing one button and theres still no nuance to it.
Healing needs to be more involved, it needs more responsibility, which makes it more stressful, which is going to make people upset. But how upset do people need to be before it doesn't matter anymore?
Last edited by Coltvoyance; 06-18-2024 at 03:08 AM.
Tanks should tank. They have to many dps buttons and feel like "blue dps." Please remove their bloated damage abilities so they can focus on their main job. They should focus on mitiagting first and dps second. They realistically only need a single target and aoe weapon skill, maybe a range attack.
Simialry, DPS should be DPS. They have far to many mitigation and support abilities. They should focus on their job.
We all understand that we heal and then dps when able. It just so happens that 90% of content doesn't require any healing at all,. Another 5% is a pass fail state that disregards how much healing you can output and then there's 4% of fleeting blind prog and progression or the cursed roulette that is quite nice, and a final 1% that consistanlty shows your skills as a healer.
If they want healers to heal, make content in line with that design goal. If not, give us something to do that isn't a single button mashed for an entire encounter.
me when my team based game has us pass or fail as a team,
the tank should die if the healer is down and the healer should die if the tank is down. That's how a trinity works you don't just keep functioning.
If your partner refuses to partner, there's a vote kick button nestled in the party UI and you only get slapped on the wrist if you straight up just leave.
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