
I do kinda agree with this. I want to see healing on other classes nerfed, especially AOE, especially on tanks, but like, melees with second wind and bloodbath? Those aren't problematic, tbh.As much as I am on board you can't ask for healing to be made harder, more outgoing damage to be consistent, whilst also stripping away every other jobs self-healing buttons. Tanks should be stripped back to a degree, especially WAR, but taking away a melee DPS bloodbath + second wind for example, and leaving them with nothing will simply make them resent poor healer players. I've been in those dungeons where some healing is required, and by newer or bad healers, they are unable to keep up and the dungeon comes to a complete crawl and it takes 25-30mins to clear.
Giving DPS and tanks a few self-healing abilities is fine, it means in casual content they're able to slightly mitigate a poor healer and keep themselves up for a short period of time before (increased as we asked) outgoing damage would kill them. In higher end content those buttons do not really change anything anyway, but if damage were to be made stronger and harder in casual content, then you have to give them some small ability to self-heal otherwise the party is a house of cards built on the healers skill.
Which IIRC, was an issue with HW/SB era of healers were the divide between good and bad healers was enormous and SE wanted to bridge the gap so people weren't essentially punished by their awful healer.
#healerstrike
Now. Now..let the "critic" players make a mountain out of a molehill in peace. Healers couldn't get it together before those dps roles got their heals...WAR was unplayable before getting op sustain...controllers mean no job can have more than a one button dps rotation! DuhThe crazy thing is, dps and tank jobs never needed to have all those party heals and shields to have fun. Viper was tested by several media tour visitors and pretty much all of them said it was very fun to play. The job only has two melee role skills for self healing and it can't save others, but that was not an issue to any of the testers.
It literally wouldn't hurt anyone's enjoyment if healing skills were limited to healers, because other jobs already get their enjoyment from doing their primary role.
Like what are you even talking about asking for some midcore content?? this game is supposed to be boring most of the time!! Stop trying to make it more fun so we can be elitist in peace. Ugh
/s aside I don't mean to say all self heals are bad I just think it's funny it was implied other jobs getting healing was to help healers
Last edited by Turtledeluxe; 06-20-2024 at 12:26 PM.

They're not problematic because they're on a long cooldown and can only essentially be used once or twice per dungeon boss fight to fix a mistake or heal a raid-wide. They should have agency over their own lives to an extent, just like how healers should have agency in being able to mitigate a poor tank's cooldown usage. A middle ground is best.
Correct. Cross class skills should always be this way. They should not perform at a level that makes entire roles unnecessary.They're not problematic because they're on a long cooldown and can only essentially be used once or twice per dungeon boss fight to fix a mistake or heal a raid-wide. They should have agency over their own lives to an extent, just like how healers should have agency in being able to mitigate a poor tank's cooldown usage. A middle ground is best.
bloodbath in certain fights like DSR dragonking akhmorns or gigaflare is fantatsicc to simply help along from the intense damage coming out, or in rewind when the tank lb3 wears off and melees are a little raw , genuinally helpful skill thereThey're not problematic because they're on a long cooldown and can only essentially be used once or twice per dungeon boss fight to fix a mistake or heal a raid-wide. They should have agency over their own lives to an extent, just like how healers should have agency in being able to mitigate a poor tank's cooldown usage. A middle ground is best.
also, bloodwhetting is not that impressive in harder single target fight content, its useful, but no where near op godlike as it is in dungeons (holmgang is a better virtue and selling point there) dungeons should not be what the game is balanced around, but i do believe dungeons should be made more intresting or a mythic system implemented, because healers are not unique in dungeons being boring as all hell, there made for quite literlaly the lowest common denominator as all dungeons are required for msq,
of which, a "healing strike" where ppl simply switch to a different role still wont do much, beause people will either switch to healer for a faster queue, or just do duty support,
As far as i can see, all metrics will say is people switching to a class that they find enjoyable and still giving them money,
I fear you are labouring under massive misunderstandings here - for a start, I am actually a fairly experienced player across all roles, with many savages and ultimate clears under my belt and I still make mistakes, horribly embarassing ones even and I have yet to experience getting actively blacklisted, let alone getting banned for not performing perfectly. High-end raiders are no angels, so if even the best make mistakes, who says it's an issue if you do?
Practice parties are there for learning and mistakes are commonplace. Clear and reclear parties also occasionally have people getting hiccups and wiping the group occasionaly, that's life. It is only for speedkill groups that will seek perfect play, but those typically can be ignored.
Really, stop being worried about needing to perform perfect the first time you join raids, or any content. Hell, when content is new we don't even have guides, we just learn on the fly on our own - there is no perfect play then.
Only if i could able to stop worrying about needing to perform perfectly in savage and ultimate on my first try when my constant fear towards to savage and ultimate started back in 3.0 when i tried do Alexander normal raids and i got lots of hate from experienced players for any of mistake i made.
I tried force my self through Alexander normal raids but when i got to Alexander - The Fist of the Son (normal) that was the time when i completely gave up even trying to progress to savage content and i decided that i will never try to do savage and ultimate content.

i feel that the there's some need for our old cross class system to make a come back. That system worked well enough at the time. some some varied modifactions to it, i think i could do well to help bring some life back to all classes & roles.



Is this where I pull out the "clearly you don't do Savage" argument? Because there have been so many "one person screws up and the party wipes" body checks lately that this just isn't the case anymore. I too love it when I get to save a disaster pull by running triage and dragging my team to the finish line kicking and screaming. Sadly, the encounter design has been moving away from it lately.There's a lot of satisfaction in being the party member that helps bolster everyone else and let them do the parts they find fun. I like being in a position where quick thinking can save a wipe. I enjoy supporting the tank and making sure they're comfortable doing big pulls, since everyone likes big pulls. I can be reactive when I need to, proactive from the start, and pitch in with DPS when needed since dead mobs stop dealing damage. Dead players also stop dealing damage, but that's what I'm here for.
It didn't and claiming otherwise is being disingenuous. The video was more like the last straw for a lot of people (not me, my last straw was the AST lobotomy they are calling a rework). Healers have been expressing their dissatisfaction for literal years. This is just the first time it's gaining any actual traction outside of the forums.




Furthermore, acting like they were some god gamers running the dungeon and so they could do it without a healer is also silly. They were repeatedly eating mechanics and the tank had to stop mid fight to find Nascent Flash and put it on his bars. And he was clicking all his buttons. Peak gameplay, right there.It didn't and claiming otherwise is being disingenuous. The video was more like the last straw for a lot of people (not me, my last straw was the AST lobotomy they are calling a rework). Healers have been expressing their dissatisfaction for literal years. This is just the first time it's gaining any actual traction outside of the forums.

This is something I would like to bring to the forefront regarding Warriors. It makes sense for them to self-heal and shrug off wounds really well, perhaps better than any other class, but their ability to heal others makes no sense in their lore. Their weakness should be a lack of support for others, since the core concept of their power is that it's almost entirely internal. Their only direct interaction with others when utilizing the inner beast is usually the Warrior beating them down, but just with more force and ferocious body language.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.
A tank healing others should probably be a Paladin's niche more than anything. I can even forgive Gunbreaker having some healing options for others, as in their lore they're gish bodyguards who used protective magick. Warriors healing others though is pretty damned dumb.
On a side note, it always interested me that the worst at sustain is the Dark Knight when in previous iterations of Final Fantasy they were full-on drain tanks.
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