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's not like we have four healers and both can happen at the same time or anything. That and other games literally have healers who heal by doing their DPS rotation, which forces them to be proactive.
I once again bring up RIFT's Chloromancer. That's what I was hoping SGE would be. A healer who has a passive that triggers a heal each time they deal damage, with ways to manipulate that. An involved DPS (albeit low damage) DPS rotation where different abilities affect each other (reducing the cast time, procs that increase the heal from the next damaging ability, stuff like that). Some small amount of spot heals for "oh no" moments. I have never had so much fun healing in any other MMO and I probably never will again.
More healing requirements would be better for the Healer role overall, but more DPS buttons would be a better solution for legacy content.
There's a very fine line to be had for what an acceptable amount of healing would be. especially considering how much more healing is required for a group that's still learning. early P5S, I was running out of mana constantly just because my party members would get poked by the poison and start dropping health like they pulled some boss autos.
Ideally, we can get both, but if I was to choose which I'd ask for sooner, it would be more DPS buttons. It's the easier solution that can be done without too many knock-on effects.
I think it's completely doable to greatly improve both, they aren't mutually exclusive. There is some disagreement oh how damage buttons should look. But most healers seem to agree that tank role taking over more of the healing responsibilities isn't good.
My own favorite healer WHM will have 4 damage buttons for single target in DT. WHich should be enough to remove the feeling of using only Glare. People who don't want complex rotations already have to deal with those 4 buttons, but the buttons are implemented in a way that gives very little variation. For some reason the FF devs decided to make a system where Dia is only needed once every 30 seconds, Missery every 1 minute at most, and the new DT damage buttons every 2 minutes (3 times). So in between those huge cooldowns and DoT duration, you're just back to Glare spam.
That can be improved, without adding damage rotations that come near dps jobs, and even without adding a single damage button. And it can even make the "rotation" easier to do if they add some rhythm to it. The 30s Dia duration is far to long for me to get into a rhythm, I need to keep track of the status timer to use it at the perfect time. The basic PLD GCD damage rotation uses 5 buttons, but the rotation is easier to do by muscle memory then glare+dia.
And the other "side" of strike focusses mostly on not wanting to feel like a weaker dps job, for neither large parts of savage/ultimate fights and all the time in easier content when teaming up with WAR/PLD. That complaint isn't directly opposed to any reasonable change to damage buttons. That just means tanks HPS should never overshadow HPS from healers, and ogcd HPS from tanks shouldn't be enough to filfull the healing requirements in any team content. And add a few more big AoE hits from bosses, scaling up more for higher difficulty content. From my experience it's pretty rare to see a healer so far into the dps-healer camp that they disagree with this point.
Last edited by aiqa; 06-19-2024 at 07:21 PM. Reason: grammar is hard
This is the problem with the adjustments, the way they're being implemented. As it stands, assuming you're playing into raidbuffs as a WHM, you'll have, per 2 minutes:
36 Glares
4 Dia
6 Lily heals
2 Miseries
It's alarmingly close to the '155 taters' meme. In DT this will be adjusted thanks to Glare 4's introduction to be:
33 Glares
4 Dias
6 Lily Heals
2 Miseries
3 Glare 4's (new)
Almost nothing has changed. We're still using an overwhelming amount of Glare, the filler spell. What if, then, we do some simple adjustments, making Dia more 'bursty' by making it shorter in duration and adjusting it's potency, and making this Glare 4 be useable more often, by unlinking it from Presence of Mind? If we say Dia is 12s duration, and Glare 4 is useable once per 15s, we get:
22 Glares
10 Dias
8 Glare 4's
6 Lily Heals
2 Miseries
Way better ratio of Glare to not-Glare, less than half (barely) of the GCDs used would be Glare, compared to our current gameplay where 75% of our GCDs are Glare.
Same with DOT tracking. 30s is just too long to remember for some scatterbrains like me. I never had this kind of problem when I had a 24s and 18s duration on 2 DOTs in SB, or the 18/12 of HW WHM. SE thinks that by making the DOTs require refreshing less often they're being helpful, but for some players (like me) it's actually having the opposite effect. Additionally, to the first part of the quote (without adding a single damage button), very true, as has been demonstrated over in the healer forums several times. But, if we mean 'without adding an additional keybind', that is, we add new 'damage buttons' but consolidate some of the crap we've accumulated over the years to recover some of that hotbar real-estate, then we have even more space to work with. As an example, I posted an idea for WHM which, yes, adds four buttons (Water/Banish, Blessing of the Elementals, Afflatus Bastion, Afflatus Sanctuary), but also removes two (Cure1 upgrades into Cure2, Medica1 upgrades into Medica2), leaving it at +2 overall (without the shielding Lily spenders, it'd be at +0 overall).
But another key aspect I wanted to include in the idea was to add back a lot of 'lower level versions' of skills, to populate the hotbars sooner in levelling for more access to fun actions. For example, we get Temperance at 80. Why not have the 'healing increased' portion available via Divine Seal again, down at level 35-40ish? Why not bring back Protect, as a raid-wide mit tool, and have it upgrade into (and add its effect to) Plenary Indulgence, so WHM has a 60s mit tool? Why not have a lower level of Misery, available earlier in levelling (I put it at 60), to get players into using Lilies as the 'first response' for healing? In fact, why on earth do Lilies unlock at 52, when we could have actions at 30-50 that teach players about the system (eg Stoneskin)? SE's levelling structure for healers is stale to play through the story (due to the lack of damage button variety you get to press) but it is also super empty for so long, because so much of our kit is backloaded in the levelling process. Having more buttons available earlier would help a lot for levelling, and even when max we'd still be able to use those buttons when we get a roulette and get synced down. As an example, say I get a level 60 dungeon in the Number Roulette (because I want the tomes for relics). In this idea, I'd have Protect, Divine Seal, Afflatus Tragedy (lower level version of Misery), Afflatus Solace, Stoneskin/Graniteskin (shielding Lily spenders), a whole new gauge to play with, the gauge spender which enables 3 additional ST/AOE damage actions, etc. Much more engaging gameplay for Neverreap/Antitower/etc, compared to current gameplay (in my opinion, I might be biased though)
Last edited by ForsakenRoe; 06-19-2024 at 06:56 PM.
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