We don't want to be dps, we want to have something to do when the healing is solved and truly unique healing kits.
It's as simple as that, our gameplay shoudn't devolve into pressing one button over and over for over 70% of the gcds (50%+ of the total actions) the moment you read your tooltips and slightly understand them, at any difficulty
I could do without the attitude. The lack of basic human decency when trying to enter into another groups space continues to blow my fing mind every single time. Drink a glass of water, go back out the door, then come back in with a better attitude before you respond, please.
Respectfully, as someone who likes healers that are also offensive, allow me to explain why I like the play style I like. I do not care about queue times or trying to cut the line while secretly being a DPS. I like the fantasy of characters that are capable of both combat and medicine at the same time. I like the gameplay aspect of having to dance between the two and make decisions based on the needs of my team. These are things that bring me joy in video games. And believe me, I am VERY aware of when you have a cleanse-able debuff that needs to be removed. When running something like Fell Court, I watch many times as a DPS while the countdown on the other DPS or the tank hits 0 while the healer does nothing. To be fair, I find this a failure on the UI, not necessarily the player. I would kindly ask that you be respectful of other players' preferred play styles. You don't have to like the same play style.
What I've been parroting over and over is that while I want to see Sage become the hyper aggressive healer fantasy that it was sold as, I don't want that for every healer. I think every healer should have at least a little more than Glare spam, because at the end of the day you do have solo content, FATEs, deep dungeons and the like, and also it actually helps players like you worry less about DPS uptime because loading your potency into a few different burst buttons or DoTs allows the job to maintain its potency per minute each expansion without having to increase the potency of your standard filler spells. How this helps is by avoiding the problem of power creep that spells like Glare and Broil create. Because every expansion, when these spells get stronger, so does the importance of casting them as much as is possible. Consider that ARR Scholar's Ruin spell had a potency of 80. Broil IV's about to have a potency of 310. Every single cast of Broil IV is almost 4 times as important as each individual cast of Ruin was, meaning it's almost 4 times as damaging to your performance whenever you stop casting Broil IV to heal or even just to maneuver around mechanics. So having at least a few more options is actually very helpful to players who don't want to DPS all the time, because it allows them to dump more of their potency into fewer casts, making your DPS contributions easier to achieve.
Ultimately, I would like to see all four healers adopt different play styles both in regards to healing and damage. I would like Sage to be aggressive for someone like me, but I also want there to be a more simple healer for players like you. Now, if you would like to continue the conversation cordially, we can do so without attacking each other at the throat. If you have no intention of being respectful and feel the need to look down on someone like me, then please refrain from continuing the conversation because it will be a waste of your time and mine. Have a good night.
Last edited by ty_taurus; 06-19-2024 at 04:38 PM.
When I got to level 50 for the first time back in 6.0, I decided to try out some healing. It was really fun in World of Warcraft, and I wanted to see how it worked in this game. After getting Scholar to level 50, I was hooked. It felt like I was deftly keeping the party alive by strategically planning out my resources when they're needed. I somehow managed to find a group for the Bahamut raid series, and did all 13 turns as Scholar. That was one of my favorite moments in gaming, and I stayed a Scholar main up until a few months ago.
In the next 40 levels, I did a few extreme trials. Less over time as I got more hooked into the story and didn't want to pause to "take in the endgame" of an expansion as much. I didn't notice it at the time, but something was shifting. I was a bit late in finishing the endwalker savage raids, but still eager to get some good endgame healing done. What I found was more disappointing than anything. Unlike the ARR raids, these ones are much more scripted. auto - auto - auto - raidwide - mechanic. That kind of thing. I started just knowing where to put heals through rote memorization rather than reactive adaptation. Also, it was just a lot easier to keep the Broils rolling. Throw out an excog on the tank a while before the buster, then find that it didn't even do half damage. weave a Lustrate, then try for a Succor only to find everyone at full before the cast finished. And to make it all the worse, the damaging rotation stayed the exact same all throughout. Once I got about half way through P9S progression, I found a group that wasn't accepting a Scholar, so I joined as Black Mage, and had a whole new level of fun that I forgot I could have with Savage Raiding.
(these events are abridged obviously, I did about half of the pandaemonium raids as current content.)
I really want healing to be fun again like it was in those early levels, but we just can't have that with the fights designed the way they are now, Tanks having the self-sustain they do now, and healer kits being so oGCD heavy.
changing any of these could have vast positive and negative consequences, and should only be done very carefully. In no small part because of all the old fights that must still be clearable by any party comp in every expansion in the future. What I'd suggest is to just bubblewrap the issue for now by giving healers just a bit more to do for a damaging rotation so it's not so painfully obvious that we're just doing nothing but smacking one button most of the time.
Even the most braindead easy tank has about nine single target damage buttons, and a similar amount of mitigation (yeah, I think new Paladin is easier than Warrior. I'm still salty they ruined my tank main in 6.3)
Why couldn't a similar thing happen with healers? Have a decent damage rotation (that doesn't require tight timing as to not distract from the healing) and a few good heals that fit the class fantasy.
I wasn't being aggressive, (honestly reread my post in Ben Stein's voice lol) I was simply stating what I observed on the posts I read, and yes sage WAS touted as a "do damage to heal". I have no comment on if that's true or not as I don't play it, the little I tried I instantly didn't like, might be partly due to not doing well with jobs that don't start at 1 (other then rdm that clicked with me pretty quick) so it will be one I level like other jobs I don't like/hate-pvp & switch in FL to what I do like.
I mean the problem is you read an incredibly small amount of the thread (and apparently excluded the actual opening post and the linked post) then just proceeded to generalise from the little you did see
It’s fine if you want to come in and say “i personally don’t really like the idea of more complex DPS options because I think the barebones kits and the low damage aren’t enough engagement” because hell we agree with you, it’s the “yall green DPS mains aren’t actually healers and just infiltrate the healer role to dodge queues” holier than thou attitude that’s the problem
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
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
Player
Warrior is clearly inspired by berserker/barbarian tropes. Those do, indeed, often contain some kind of "too angry to die" element. However, that's not what WAR does. If you wanted to fulfill that fantasy, they could have something like a passive that stacks on damage resistance the lower their HP gets (to a point), so that they would have a minigame of gambling just how low their HP can get and healers would be encouraged to think about how to manage their tank's HP as well.
Meanwhile, what you have is WAR taking away Paladin's role as "the tank who can heal the party" because WAR does it infinitely better.
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