That ship sailed in 1.0
That ship sailed in 1.0
So to the other parts of your post, I agree, add more outgoing damage or harder hitting mechanics, add unique role-based responsibilities for mechanics (i.e cleansing, dooms, etc) and most importantly (IMO), give healers an actual DPS rotation akin to tanks in a game which expects every single role to optimise damage above all else.
We don't really need harder hitting mechanics, we need a lot more frequent medium level damage. You said it yourself, healing in savage and ultimate is already not actually about your healing output, it's about damage mitigation, a shared responsibility that healers barely even contribute to.That's the thing as well. High end content isn't centred around healing output, it's about mitigations for the most part. Since mitigating is a party responsibility, often you're unable to carry people who do not contribute (i.e second tier of healer shortages were because of this) and combining this with body checks galore, healing can quickly become unenjoyable - especially after the initial fun of prog where you just become a glare mashing bot.
It's also the role which is blamed most for what are seen as preventable deaths, even though a lot of times it's not the healers fault if the party or an individual dies (i.e not everybody presses their mits).
In Endwalker it's never actually been an issue of mechanics not hitting hard enough, even Asphodelos had raidwide AoEs chunk the party down to lethal HP or outright kill them if not mitigated properly. The problem is that it only happens every 30 or so seconds which means every instance of chunk damage is immediately covered by oGCD healing or can be safely healed with regens since nothing is happening for the entire regen duration.
Adding significantly more frequent medium party damage to fights would actually solve two issues. It removes the healer's complete reliance on the DPS' ability to press Addle/Feint/Shield Samba/whatever to even be allowed to do their job, and it forces you to consider whether you want to burn oGCDs or actually use your GCDs.
Sure you could immediately negate that medium damage with an oGCD but it's going to happen again in 10 seconds and might be followed by heavy movement immediately after for which you'll need those.
I haven't raided in a long time but do healers have special mechanics anymore? Like having to pass brand or Imdugud's Prey? Funnily you can't even do that mechanic properly anymore because you don't have a shield at that level.
Why yes we have an extensive list of healer mechanics that lead to endless amounts of fun in savage. This list includes
1) we are the target of hidden light party stack markers
End list
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
I cant speak much of ultimates, but to mind comes the tornadoes from P3S, and Harrowing hell in P10S, but thats about it. Most of the other mechanics are either "Tanks+Healers and Dps" split or individual roles split
Coils are perfectly manageable by people who just show up and try these days. This is the standard that normal raids should be held to. Yeah you might wipe a few times but there’s damage in reasonable, consistent levels with the odd big spike. T7 can be a bit hard with how easy it is for someone to accidentally sabotage the party though.…
Binding coils of bahamut. Make them not... weird and weirdly difficult. Along the lines of HW normal raids difficult. And put them in raid roulette. Heck, you can certainly trim plenty more fat off of ARR to make these required content instead of all the fluff. ARR being a bad impression on new players is an issue and this could be a fix for those who don't know the carryover story from 1.0.
...
T9-13 took me (brand new raiding scholar) and a team of experienced raiders about as long to clear each of them as it took me to fully prog P9S.Coils are perfectly manageable by people who just show up and try these days. This is the standard that normal raids should be held to. Yeah you might wipe a few times but there’s damage in reasonable, consistent levels with the odd big spike. T7 can be a bit hard with how easy it is for someone to accidentally sabotage the party though.
The binding coils are baby easy, but then it starts to ramp up in difficulty without piling the mechanics too high like in later savages.
Honestly I think it's still a pretty good introduction to difficult raiding alongside Extreme trials. Plus, I'd say the story for them should be mandatory as it's the only part of A Realm Reborn that explains anything in the cinematic, and how the realm got reborn.
Maybe putting something behind doing sync'd could to get an ilv reward that sets you up for the current raid tier night be good. Like materials for the crafted gear upgrade, it'll promote it to older and newer players to try CoB.T9-13 took me (brand new raiding scholar) and a team of experienced raiders about as long to clear each of them as it took me to fully prog P9S.
The binding coils are baby easy, but then it starts to ramp up in difficulty without piling the mechanics too high like in later savages.
Honestly I think it's still a pretty good introduction to difficult raiding alongside Extreme trials. Plus, I'd say the story for them should be mandatory as it's the only part of A Realm Reborn that explains anything in the cinematic, and how the realm got reborn.
That or reworking it into something between a normal mode and savage acting as a tutorial on the harder content could work too.
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