Take that one up with Square Enix, literally every tank has two different party mits, the role action and Dark Missionary/Shake it Off. (in principle I agree though, that should be the healer's responsibility)
You're not new at level 70, let alone 100, I think they can be trusted with a crumb of decision making by then.
I'm not qualified to speak on this one actually, someone else can.
I think adding a DPS kit to "current" healers would be a massive mistake negatively impacting PF, where they should be prioritizing their attention in terms of engagement with Healer Role. The average healer doesn't even like more healing, evidenced by the drop PF experienced in the role when P5 and up released with every AoE having a DoT associated. Adding DPS kits which will then be optimized around when calculating raid requirements per player, and need to be factored in, will harm the job role and shift it unnecessarily more into a DPS mindset while equally killing off the remaining diehards that enjoy the class as is. There is no win going this route and if anything it only truly benefits people who appreciate the class in a "min/max" playstyle anyway. It does nothing to benefit the average player on the healer role or in PF, only adds more pressure. Adding one extra DoT, is also not going to satisfy anyone claiming it will, it's literally the same issue with one more button. So now instead of 1-1-1-1-1-1 you get 1-1-1-2-1-1-1-1-1-1-2-1-1-1-1-1-1-1-2. Like people need to stop kidding themselves like this is going to be revolutionary.
Having said that, the argument can be broken down into two (maybe three) things from what it seems.
Engagement - With Healer Role specifically amongst the playerbase, not necessarily within the class.
Fun Factor - How the class "feels". Is it entertaining, intuitive, satisfying to play? Impactful? etc
Responsibility
Currently, Healer has the most responsibility universally in a raid.
- Actively have to prepare for damage and maintain healing throughput depending on AoEs
- Actively have to adjust when things go wrong to save a raid, harder to do if your co-healer goes down in most "high" damage moments.
- Actively have to DPS as fights are already designed behind considerable contributions from Healer Role.
- Actively do mechanics everyone else is doing.
For a majority of the player base, this is enough responsibility. No other job in the game has to have as much awareness as a healers (BLM comes close due to positioning). For the min/maxers, this isn't anything and half of those things they already probably can do seamlessly. The problem is, suggesting solutions that only min/maxers can thrive in or even capitalize on does nothing for the job role itself.
Best solution imo, is exactly what they are doing. Shift the responsibility of mitigation, shielding and healing and bit more back to the DPS and Tanks making their tools more viable to the overall survival of an encounter. The next step would then be to lower the potency of oGCD heals / HoTs.
Outside of that, the battle design on all jobs needs to be redone before you can successfully adjust healers to literally do anything more without negatively impacting the role.
Should they be working on an adjustment? Yes
Should they be adjusting the healer role within their current battle design to do more? No
Last edited by Havenchild; 06-19-2024 at 08:28 AM.
I find it more toxic that we are in a generation where people aren't expected to learn their classes in 90, soon to be 100 levels. It's more toxic I just have to hold my tongue when players can't perform basic functions on their class, such as a Dancer selecting a Dance partner, Bards singing, healers doing anything but spamming medica, etc. all under the assumption that suggestions for improvement are viewed as toxic.
You may not have liked how they said it, but honestly if people want to play as bad as possible, they should let trusts serve as the easy-mode. Even let them select difficulty for all I care. But the majority of the playerbase shouldn't have to suffer only braindead content because some people don't think players should have to learn skills to handle at least modestly challenging content.
Last edited by ZephyrMenodora; 06-19-2024 at 08:30 AM.
Final Fantasy XIV is not a job or a career. If you're paid to play, then play with others who are similarly compensated. If you pay your subscription like everyone else, then enjoy the game without judging others. This game is meant to be a source of enjoyment, not a platform for elitism or condescension. Everyone deserves to play and have fun at their own pace. Treating it like a professional obligation only ruins the experience for everyone.
And your assumption that people aren't doing their best is fundamentally flawed. Everyone's effort level and capacity for improvement differ. Just because someone doesn't meet your personal standards doesn't mean they're not trying their hardest. This kind of judgmental attitude only fosters a toxic environment and discourages players from enjoying the game. Everyone deserves to have fun and play at their own pace without facing unwarranted criticism or condescension.
Don't sweat little things and have fun!
Player
You can’t use abyssos bleed busters as an example of “healers don’t actually want to heal” because those stupid DOT’s snapshotted the mitigation used on the initial hit
I was on SCH sticking to the mit plan I MADE BY MYSELF for my static while the DPS and tanks constantly decided they just didn’t want to press the mits tell them to on the MIT PLAN I MADE and because they won’t press mitigation the DOT’s shred us and what do you know everyone blames me.
I had ZERO control in abyssos but ALL of the blame. Just give me all the mitigation so i have control over the encounter then if we still die then you can blame me
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
And games are entertainment and designed to offer some level of challenge. XIV is at the point where it is failing miserably at this aspect of an MMO. MMOs, especially trinity MMOs, are supposed to allow for people to team up together and overcome challenges. Except here there is little to no challenge because of very vocal people like yourself, that believe that most content should be designed for the lowest common denominator of player.
They already spent a lot of resources making trusts available for the entire story for such people, or for people who don't want to play with others.
In most MMOs, players could and should hold others accountable for being able to perform their roles.
Current XIV is like a giant participation trophy.
Last edited by ZephyrMenodora; 06-19-2024 at 08:38 AM.
This is funny because I was already planning to fully isolate myself with duty support /trust and not heal.
You can already count this as a tiny victory considering all this broke containment and people that weren't aware now are.
Games are indeed designed to offer entertainment and a level of challenge. However, Final Fantasy XIV strikes a balance between accessibility and challenge to cater to a diverse player base. MMOs, especially those with a trinity system, thrive on teamwork and overcoming obstacles, but this doesn't mean the game should alienate less skilled or casual players.
The notion that content should only cater to the most skilled players is exclusionary and unrealistic. Not everyone has the time or capacity to master every aspect of the game, and designing content exclusively for the elite would destroy the inclusive spirit of the community.
Trusts were introduced to help players who prefer solo play or need extra support, and they are a valuable resource. However, this doesn't diminish the importance of designing content that is approachable for all players. Everyone pays for their subscription and deserves to enjoy the game at their own pace and skill level.
Holding others accountable for their roles is reasonable, but this should be done with patience and encouragement, not elitism and condescension. The "giant participation trophy" argument overlooks the fact that inclusivity and accessibility are crucial for the long-term health of any MMO.
A vibrant, diverse community where players of all levels can enjoy the game together is far more valuable than an exclusive club for the most skilled players. True community spirit involves supporting and uplifting one another, not tearing others down for their perceived shortcomings.
Don't sweat little things and have fun!
I mean considering that PF in savage content sees a fall off in the role when Healers have to do either A) More healing or B) More DPS, it's safe to say your thoughts here are bit misguided. If you are a healer who actively does savage content and are capable of clearing previous tiers, in theory they are already capable players.
These are the players quitting PF when the encounters up in difficulty though and the responsibility grows for the role. Subjective, but I've seen far more players quit the role because "its too much" vs "Im bored". Fact is, majority that are bored with the role are likely within statics, because once you hyper optimize a fight, it really is monotonous, whereas in PF, you always have to adjust to mistakes made by various players. It's still similar in experience but there is way more random stuff happening in PF than in a static that actually makes healer skills actually mean something.
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