Earliest I could find is from 2022, so yeah, it's from the same era.
It seems like he and the team simply wanted to keep the Healer as stress-free as possible for newcommers and so on.
There was the time when Healers who didn't utilize their DPS skills (they had more before) kept getting complaints from others as they didn't fully do their part.
And it seems that SE simply decided to cut the DPS so they could focus on the healing.
Problem with that is that the combat isn't engaging enough for healers to use those skills regularely.
The Healer jobs toolkit is build upon groups failing mechanics and so on.
Might've worked better before, when not every single attack a boss does (except Auto Attacks) were marked out.
There's little to no room for mistakes these days in group content.
Heck, even Savage and Ultimate runs on clockwork rotations so as long as people knows them they can avoid everything but room wide damages and a couple few mechanics that involved taking damage.
And as someone brought up before, in those harder content, if someone makes a mistake it's often a 1-shot mechanic and if a person died at the wrong time there's no saving it.
So that leaves even less room for a healer to actually try and do their job and save the run.
I can understand Yoshi's and the teams desire to keep the stress on new healers to a minimum.
But even if the combat itself during group content was a bit more challenging in terms of incoming damage, said healers would still only have to focus on healing.
As Yoshi and the team wanted them to.
Last edited by Evergrey; 06-21-2024 at 06:11 PM. Reason: spelling
Please actually read the entire thing...instead of underlining a portion of it. IT IS LITERALLY right on there....there's only three sentences, read!
But I guess trolls can't bother reading things it seems, or else they would understand the healer issues and stop these L takes. Either that or a lack of reading comprehension...I am not sure.
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Last edited by Katish; 06-21-2024 at 06:15 PM.
#FFXIVHEALERSTRIKE
1: Healers need something to do when they aren't healing, the lousy one button dps experience and occasional second just is not enough.
2: The sustain of the nonhealer jobs has taken our job from us...which has left us nothing to do besides our lousy one button dps experience.
3: We do not need most of the healing buttons...a lot of those buttons can straight up be removed or consolidated. Which would be a good thing to consolidate using the new sys.
4: Pure & Shield means nothing and having any combination of the two is just overkill.
There are a lot more body checks now but that doesn't mean that skill isn't there. In Strength of the Ward you can use the fact that anyone you raise stands up at the position you cast the rase, and place them in a tower, which you can do either as a side flare by putting them in your tower and running to the missing stack tower or as a member of the two stack itself (with targeted gcd shields to live). People claim Strength is an 8-man check, and it is, but that doesn't mean you can't recover from a death.
This is one little example, there are many. There's also plenty of transcendence and limit break tech to know. Heck if a lot of people died in golbez extreme before the knockback towers you could deliberately jump off and get a pending raise to get lb3 out since that fail condition is only damage and doesn't go through immunity.
There are more recovery modes than people realize, but that would imply the healer class actually is interesting I suppose.
Last edited by Capstone; 06-21-2024 at 06:13 PM.
A point of note rather than anything else, but it is interesting to read this thread and then read the 'Tales from the Duty Finder' threads both here and on the various social media platforms.
- On one hand you have this thread, where good points are being made amongst the bickering.
- On the other hand you have the various aforementioned 'Tales from the Duty Finder' threads with posts describing experiences of Healers who clearly struggled with the role - a quick look on Reddit brings up a current (at the time of this post) thread about a run of 'The Dead Ends' where the Sage in the OP's instance wasn't using dyskrasia, phlegma or pneuma (and as a side note the Reaper didn't use Enshroud at all, so it isn't just Healers).
I mean, I do understand where those who support this strike are coming from - but there does seem to be a vast amount of territory that lies between the extremes of 'Healers are not Necessary' and the demonstrable difficulty some players (who're not here voicing their opinions) have playing Healer jobs.
Sure there exists a vastness between reaching the final destination and starting out...but there should be the tools there to get you to the final destination and the tools there once you reach it. Healers don't have that...in any regard...Once a healer understands their job at its core, they realize healing holds very little responsibility...where they are only left with their lackluster one dps button...no extra bells or whistles, no extra rotation, nothing.
As per your example, you can have the tools needed, and not know how to use them yet (as with your example with the RPR), and yet still clear the content. That's what healers should also have...where healing is expanded in higher expansions so you creep into learning the role while also having a more fun varying down time after figuring out how your role can be spread out.
Last edited by Katish; 06-21-2024 at 06:34 PM.
#FFXIVHEALERSTRIKE
1: Healers need something to do when they aren't healing, the lousy one button dps experience and occasional second just is not enough.
2: The sustain of the nonhealer jobs has taken our job from us...which has left us nothing to do besides our lousy one button dps experience.
3: We do not need most of the healing buttons...a lot of those buttons can straight up be removed or consolidated. Which would be a good thing to consolidate using the new sys.
4: Pure & Shield means nothing and having any combination of the two is just overkill.
I think this is why we need casual content to be designed in a way that makes healers necessary but not too difficult (e.g. by frequent low-level damage that, if untreated, adds up and exceeds the non-healers self-heals/mit, but can easily be patched up. As a result it woud require you to use more healing instead of your sinlge button damage spell) and perhaps add some casual-specific safety nets into normal mode content (I keep on harping on variant-dungeon style resses but there can be other things too of course) instead of trying to engineer the safety into the kit itself by making it as easy as possible.
Alternatively if that is not possible I still think a better DPS rotation can be a good compromise. Like this the difficulty could stay as is and healers that are still learning/struggling could clear it as they do now, but seasoned healers would at least get more to do than spamming 1.
Imo the game also doesn't do a good job at communication due to its lack of proper tutorials.
If you have a complex kit then it should still be possible to run casual content in a way that doesn't require you to use it optimally at all to clear it.
If this was communicated properly in the game or if it was "common knowledge" in the community (bc I think for many who don't engage in FF14 social media it might not be) then complex kit designs might feel less overwhelming and anxiety-inducing to casual players. They could be assured that they don't need to use of all of it.
Last edited by Loggos; 06-21-2024 at 06:35 PM.
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
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