


Thank you, couldn't have said it better.I think this is not about individual players actively doing something to ruin healers' fun but rather that the class design of those jobs takes healers' fun away. No player is at fault for that. It's a systematic criticism of the role designs.
For example, if War is inherently able to tank (and heal others) without needing a healer because it's part of its skill set/role actions then this design decision makes healers a lot less needed (if the War is in the hands of a capable player) and thus limits their fun.
That is not the player doing it (they shouldn't be faulted for playing their job as it is intended) but the job itself.

Really? I've seen otherwise:But not playing healer is really everything this entails. Nobody is advocating to be actively malicious and ruin other people's runs (by idk queueing and then refusing to heal or something).
The point of this thread is that the people who post here do not have fun with healers in their current form, so they plan to abandon them (and play something they enjoy instead). They just want to make it known publicly and in a concentrated manner to show the devs the state healers are in.
No other "strike" measure or action to actively disrupt other people's gaming experience has ever been discussed or promoted in here if I recall it correctly.

I think this is not about individual players actively doing something to ruin healers' fun but rather that the class design of those jobs takes healers' fun away. No player is at fault for that. It's a systematic criticism of the role designs.
For example, if War is inherently able to tank (and heal others) without needing a healer because it's part of its skill set/role actions then this design decision makes healers a lot less needed (if the War is in the hands of a capable player) and thus limits their fun.
That is not the player doing it (they shouldn't be faulted for playing their job as it is intended) but the job itself.
WAR was able to self-heal since 2.0. A party with a WAR and three RDMs (who have limited heals) is naturally going to be able to manage okay without a healer, and it's been this way since RDMs first came out.
Healers are needed in roulettes because the system won't match a random party without one. Healers are needed by default.



Ironically Ast is the one healer where I think its many oGCDs make a lot of sense because of their time magic identity.
It's not super fleshed out but there is still some risk-reward gameplay (at least in unfamiliar content) of having to predict incoming damage correctly (which is also in line with its role fantasy of somebody who foresees the future).
If you mess up and you waste your oCGDs you just threw one of your tools into the bin.
I know that once a fight is known all of this becomes a lot more predictable and probably loses its appeal but at least when content is fresh and new their oGCDs are a lot of fun to me.
In principle I think this is not the worst way to use oGCDs.
Last edited by Loggos; 06-20-2024 at 08:43 AM.
I dont get the point of a strike if you're still going to pay yoshiP 15 bucks a month
rly halfassed



It being like this a long time doesn't really make it better, though from what I have gathered it has become worse over time and in the past War used to be less invulnerable.WAR was able to self-heal since 2.0. A party with a WAR and three RDMs (who have limited heals) is naturally going to be able to manage okay without a healer, and it's been this way since RDMs first came out.
Healers are needed in roulettes because the system won't match a random party without one. Healers are needed by default.
The problem is not that you can clear content with all kinds of exotic team compositions. Sure, you can also do an all healer clear of casual dungeons but it'll take a lot longer. It's that 1T3DPS can apparently be more feasible or at least just as feasible as 1T1H2DPS, making healers effectively redundant in the trinity. You say it yourself, healers are necessary because the duty finder demands they are there. That is an external requirement. It doesn't necessarily reflect the true balance (or lack thereof) of the trinity. If that external constraint wasn't there then perhaps healers would be less needed.
Unsubbing only gives us -1 healer in queues while playing another role also adds +1 DPS/Tank in queues. Square is very much metric driven nowadays given their justification for removing Kaiten and how they viewed EW relics as "successful".
Unsubbing also doesn't give us the option to give feedback for why we unsubbed. For all they know it was because people didn't like something completely unrelated to healer design. I still love the game, enough to where I'm still willing to pay my sub, but I despise how healers have been designed for the past 5 years, so I'm leaving my feedback, not touching them and encouraging anyone else who feels similar to do the same.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.



2.0 WAR was peak.
Bring it back.
Family Medicine doctor.
Constantly learning.
Signature art by @simanokoB on Twitter. Thank you!
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