Don't know what you're talking about. I asked if you'd ever done any of the mechs listed and you went on a tangent instead of answering. So I'll take your answer as a no. This is not meant to be dismissive--but if we can't talk about the intricacies of resource planning and management before during and after, say, jwaves, then we're just speaking different languages.
The flaw with this line of reasoning is that the existence of filler doesn't negate the existence of non-filler. The healer identity (To me--This is an opinion of course) isn't Dia and Glare; it's Temperance and Pulse of Life.
The tanks I know feel awesome when they sink a huge buster or nail some tight invuln timing. It would be much more dull to them if they had the ability and the need to do that every GCD. DPS players pop off when they get a huge crit in their 2-minute, or execute some niche optimization. Why then should healers object to doing filler between mechanics?
It's what you make of it. I've met many people who have tried healer but found it dull because it wasn't a caster dps. That's a fine opinion--the world needs more red mages!
The point of the thread is that you can 1/0/3 a dungeon (we have been doing this for years not sure why people care now tbh). My view is merely "of course you don't need healers for dungeons. But they feel great to execute when actually stressed." No, that is not every gcd. If you wish it was, probably you will have more fun playing dps. And that's perfectly fine, we need dps players.
Are there problems with the healer role? Sure! But there's problems with every role and every job. Going on a strike because you can 1/0/3 some baby mode content is, however, laughable.
You call it baby mode, but if you can't--or don't want to--join a static, then what else is there? Maps are as easy as Dungeons. Criterions don't really progress the tome or gearing grind well. Blue mage is old content and not really "healery" besides. Deep Dungeons might be dull if you get slow randos (or just trivialized by WAR again). With EW "Expert" dungeons being nerfed to the ground damage wise, there's no heir apparent for a midcore grind.
That may be fine for DPS and Tanks who can at least hit a bunch of buttons and have fun with it. It's *not* fine when healers are spamming Broil or Glare or Dosis or whatever the hell Astro's DPS button is. Someone else posted a good thread as to the state of Healer DPS rotation since HW and I think it bears taking a look.
TLR If Healers aren't going to be using their healing abilities that often, and are going to be DPSing 90% of the time, I don't think it's an unreasonable ask to have more buttons to push for said DPSing. I don't think a Paladin wants to spend their entire duty hitting Fast Blade all day, with Fight or Flight on CD and that's all.
Please do not jinx it
Remember how it goes, people who never played Paladin are going to ask/complain in order for the class to bedumbed downsimplified and after will only use it once every year.
(that's how it goes almost every time for every class....)
So please don't jinx it ^^'
(already playing wuthering waves right now i don't need another mobile game in terms of gameplay)
Thanks for the thoughtful reply.
PF is very much alive and well not only as an alternative to a static but in addition to it. Just to address that one point.
I agree wholeheartedly that the gap between easy and hard content in this game is too large and that midcore is withering on the vine. You will hear no objection there, but that is an encounter design problem that is operating at an entirely different altitude. Criterion was (in my opinion) a wasted opportunity to be something interesting in that space.
I think my main disagreement if I have one with the "it's just one button" take is that it does ignore that healers actually did get some new damage buttons announced in the live letter and media tour. We can debate exactly how many damage buttons they should have but the "moment of glory" is the same.
And again, 1/0/3 dungeons don't indicate problems. Maybe problems exist, maybe they don't, but the ability to do a FATE without a healer isn't a sign of trouble either.
It does make the play experience as a whole incredibly boring and monotonous though. The more I optimize the usage of non-fillers, the more I have to use the same damn filler spell, so there is no way to avoid it by becoming better at the job or learning fights. By doing so I would actually be punished with more repetitive gameplay.
Because unlike dps jobs, our filler is mostly done with one button.
Actually, I'd have the most fun I could actually heal more with CGD heals like I used to. That would be peak fun and until that becomes possible again I'll be playing dps. Never heard anyone say we need more dps players until now but I'm happy that me playing dps pleases you.
It's not the dungeon clear that annoys me the most. I'm going on strike because I'm tired of 1111111 spamming and the media tour revealed improved healing skills given to other roles which will only add more 1111111 to my skill usage, with no improvements in sight. And there is no content where I can get away from the 1111111 spam, to my knowledge. I keep asking people if they know any such content but no luck so far.
Here's a good thread about how healer gameplay has changed over the years and become more and more focused on the one-button spam.
https://forum.square-enix.com/ffxiv/...IVHEALERSTRIKE
Last edited by Reinha; 06-19-2024 at 10:02 PM.
Graphics
MSQ
Viper
This is week 1, the nuke is still by far the most used action (add or give 10-20 casts of the aoe GCD depending on the fight, it doesn't change much). Not even there healers are engaging because the damage profiles in XIV are predictable as fuck, party support is too spread and the high end fights have so many body checks that recovery is starting to stop being valuable.
You may find reclears boring on other jobs (and even there you have to admit healers are more boring, leaving us with maybe 1-2 fights per tier with mild engagement for 1 week, amazing design) but the biggest difference and what makes the other jobs far better is how they reward job mastery with better gameplay.
If you play a dps proper mastery of the job mechanic, combos, whatever feeds into the job systems, allows you to break more often the monotony of the filler rotation and have more engaging gameplay. Healers work the complete opposite, to begin with the jobs barely have mechanics when it comes to healing, almost everything is generic and more often than not there is no resource management involved, but also the mastery of those lackluster job mechanics and cooldowns reward you with more filler making your rotation more repetitive and boring. It's a textbook example of what not to do to create a satisfying gameplay loop
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