I genuinely have zero problem with the existing DPS heals, the two problems areAs I have said multiple times if you are not having fun you are well within your right not to play the class you are not having fun with.
That said here is how I feel about nerfing DPS players heal kits.
I am probably in the range of an average player. Half decent at avoiding the bad and looking up mechanics (remembering them is hit or miss if enough time has passed). I can do most hard trials with occasional damage from a personal fail (often dodgy internet ping). I can get through extreme trials but I am going to mess up mechanics as I haven't done many.
Out in the world doing MSQ, Leves, sidequests, Beast tribes I do get myself in trouble enough to need my small heal as well as potions. Some of the new solo instances pretty much require me to use it. Particularly on my bard that small HoT on a CD that if I remember right is the same as better potions is the difference between doing the content or not. Yes I know those instances when failed can be reduced in difficulty but I shouldn't be forced to reduce it to stupid simple because healers resent my small HoT.
So my suggestion is Disable my HoT in multiplayer situations. Healers have to heal more and I still have my HoT in the world.
As for Rez on my Summoner/Red Mage...take it away please. I resent the heck out of healers that won't rez anyone ever because there is a SMN/RDM in the party(and I run into a lot of them). I resent being forced to hold on to my swift cast to use it for Rez in case everything goes sideways when it could better help me in doing my job which is DPS.
-new DPS heals
-the tank heals
The three new DPS heals are tied to solar Bahamut, riddle of earth and starry muse (all 2 minute CD’s), they aren’t saving you in the overworld or during beast tribes, they are pointless heal bloat that doesn’t need to exist, especially since all 3 amount to an indom potency
As for tank heals we’ve discussed tank heals at length, my problem with tank heals is the fact that tanks lose nothing to press a tank heal, like including the shield BW is about 1600 healer potency (2000 tank potency) but there is never a reason to not press it. For a healer if I want to equal that on say WHM I need 2 solace’s but that consumes the same resource that rapture uses. So healers are making choices to spend resources to achieve what tanks are doing for free with zero downsides
Tank gameplay I think needs to be moved towards active mitigation and not passive healing. The short CD’s actually mitigating more in the first 4 seconds is a good example of this and I don’t mind covalence on rampart, but I think they need to add more things like GCD mitigation or last ditch channeled “last stand” skills like chenonlian gate. Cut the passive healing down but replace it with something that doesn’t make the tank totally reliant on the healer
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
Did you by chance read the title of the thread. The strike is about healers, not about tanks or dps or about playing FF14. And the strike doesn't have to follow the arbitrary rules that people who don't like the strike keep coming up with. If someone stops playing healer but continues playing other roles in response to the strike, that is a valid part of the strike. Even if someone stops playing healer a few days per week as a response to the strike, that is still a valid part of the strike. There is no such thing as getting caught over that. But if you want to "go with that" to avoid feeling silly, you do you.
We already went through that song and dance when they nerfed expedience when they said their goal is to never nerf during the live game
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
Did you by chance read the title of the thread. The strike is about healers, not about tanks or dps or about playing FF14. And the strike doesn't have to follow the arbitrary rules that people who don't like the strike keep coming up with. If someone stops playing healer but continues playing other roles in response to the strike, that is a valid part of the strike. Even if someone stops playing healer a few days per week as a response to the strike, that is still a valid part of the strike. There is no such thing as getting caught over that. But if you want to "go with that" to avoid feeling silly, you do you.
In other words, you have no principles. You care that little about the issues you are presented with.
~Mew
~~Thank You Niqo'te
DPS self heals are pretty balanced. They either are not strong enough to replace actual healing, come with a sizable CD or require a sacrifice of DPS.As I have said multiple times if you are not having fun you are well within your right not to play the class you are not having fun with.
That said here is how I feel about nerfing DPS players heal kits.
I am probably in the range of an average player. Half decent at avoiding the bad and looking up mechanics (remembering them is hit or miss if enough time has passed). I can do most hard trials with occasional damage from a personal fail (often dodgy internet ping). I can get through extreme trials but I am going to mess up mechanics as I haven't done many.
Out in the world doing MSQ, Leves, sidequests, Beast tribes I do get myself in trouble enough to need my small heal as well as potions. Some of the new solo instances pretty much require me to use it. Particularly on my bard that small HoT on a CD that if I remember right is the same as better potions is the difference between doing the content or not. Yes I know those instances when failed can be reduced in difficulty but I shouldn't be forced to reduce it to stupid simple because healers resent my small HoT.
So my suggestion is Disable my HoT in multiplayer situations. Healers have to heal more and I still have my HoT in the world.
The issue generally comes with party wide healing and over abundant self healing options on top of the lower amount of damage. I don't think DPS need much adjustment if anything as they are the last role in terms of healing.
"Uhm excuse me. You do not like pickles, yet you still order hamburgers from McDonald's WHICH SERVES PICKLES ON HAMBURGERS! You have NO PRINCIPLES!" All-or-nothing is not a valid argument.
I will not comment on tank gameplay as I don't have a tank over lvl 30. I do not know enough to comment with any kind of knowledge.I genuinely have zero problem with the existing DPS heals, the two problems are
-new DPS heals
-the tank heals
The three new DPS heals are tied to solar Bahamut, riddle of earth and starry muse (all 2 minute CD’s), they aren’t saving you in the overworld or during beast tribes, they are pointless heal bloat that doesn’t need to exist, especially since all 3 amount to an indom potency
As for tank heals we’ve discussed tank heals at length, my problem with tank heals is the fact that tanks lose nothing to press a tank heal, like including the shield BW is about 1600 healer potency (2000 tank potency) but there is never a reason to not press it. For a healer if I want to equal that on say WHM I need 2 solace’s but that consumes the same resource that rapture uses. So healers are making choices to spend resources to achieve what tanks are doing for free with zero downsides
Tank gameplay I think needs to be moved towards active mitigation and not passive healing. The short CD’s actually mitigating more in the first 4 seconds is a good example of this and I don’t mind covalence on rampart, but I think they need to add more things like GCD mitigation or last ditch channeled “last stand” skills like chenonlian gate. Cut the passive healing down but replace it with something that doesn’t make the tank totally reliant on the healer
I can't really speak about the DPS heals being added since I have no max lvl characters at all (despite playing more than 5 years - I get distracted and I don't like the person I become at endgame so I actively avoid reaching cap). My gut feeling about the new DPS is heals is lets see what happens as the xpac progresses. It might well be that the game has been cranked up a notch and they are necessary (we can hope). We will know soon enough once early access starts. If they are not necessary once we have experience of the new content then I will be with you on it.
oh my god this is so funny i have a feeling i'm gonna start getting good co-healers again in PF much like back during Abyssos
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