Gotta be real honest but players obsessing over 20 potency or whatever damage loss is limiting developer freedom. But it is also a symptom of the design philosophy we've been stuck in for, now that DT is coming, 3 expansions.
Macrocosmos is basically damage neutral to any normal player. A single Malefic direct hit. Not even a crit. Even a direct hit Malefic will outweigh the difference.
Developers listening to people whining about 10 or 20 potency losses is why we're in this state. They shave off 10 or 20 potency here. Then 30 potency there. Then 10 here again. Then 20 there.
Next thing you know there's literally nothing to optimize on every job, anymore.
But it’s not that hard to look at healer and change these 20 potency. The simple answer is they just forgot that these abilities have potency’s backed in and that is just sad
Just another reason to stop playing healer the moment prog is over.
When the entire playerbase is stuck waiting on healers for everything, then they might listen.
That's a good thing. It means you actually have to think about whether using Macrocosmos is worth it. It also means you need to squeeze out the efficiency of the rest of your oGCDs far more effectively so you don't need to resort to using Macrocosmos.New Macro would still be a DPS gain if the healing was necessary and couldn't be covered by DPS neutral heals.
It's just that situation doesn't exist, so short a total overhaul they have to keep making abilities neutral so people can use them effectively. (effective use of new Macro is just never use it)
This oversight actually adds to the skill ceiling.
Yeah, I think there's a fundamental problem in the way people talk about "damage".
The only thing that matters is getting the boss's HP down to zero. The only way to make progress on that goal is by actually dealing damage to the boss.
So, then, what's the point of restoring HP, putting up barriers, or using mitigations? To steal someone else's take from long ago, the point of all that is to delay failure, to delay wiping -- to delay long enough that the party has sufficient time to bring the boss's HP down to zero. More time in which to deal damage is, effectively, more damage dealt, because we can safely assume that the party will use that time to push their buttons and all that.
From that, "we" should come to understand how and why the "raid-contributing DPS" of a "heal" can be more than zero. But, instead, "we" treat the value as zero, which is tantamount to saying that a healer's first duty in a fight never carries any value in achieving the one and only goal of the fight.
/end rant
I'll just say that powerful healing skills introduced in EW like Macrocosmos or Lilybell or Panhaima having virtually zero tradeoffs with damage was a HORRIBLE decision in the first place.
In a significantly different game, yes. If all heals on all roles had damage tradeoffs, then most heals from healers should too. But if there is any role that should be able to do healing without losing damage, that should be the healer role.
I agree with this topic. Healers are fundamentally extremely boring to play to the point where one would rather go afk and alt+tab to watch something while coming every 5-10 seconds to click on one heal spell and move on. Doing dps? Sure spam that 111111 and apply the dot when needed. I mainly play whm and getting that aoe burst is very underwhelming. I have to actually stop dps and spam unnecessary heals just to get the desired ability ready. Why does it work like that? Where's fun in that?
The other day I was doing Deltascape 4.0 as a warrior. Whole party died to knockbacks (typical), leaving me alone there to finish the boss that was left at around 15%. Did anyone actually ask for ''go wipe'' or similar? No because they knew that warrior can just handle it. Unfortunately due to my idiotic early holmgang, it lead to my death and boss left on 0.1% which made so many frustrated and leaving the raid altogether. They all already expected good results since "you are a warrior". Just shows how current game works.
Then there have been other cases where I fought last boss solo in Endwalker dungeons. In one of them healer died but I managed to save black mage throughout the whole fight due to nascent flash. Why need a healer when I can do the job and save someone?
Current state of the game says a lot and new expansion brings more dull gameplay by removing some abilities, making healers play the same, dark knight absolutely ravaged, most of dps made easier to handle. If you read carefully, description of jobs were: "To ease the gameplay, to make it easier, to reduce the amount..." and so on. All in plan to dull gameplay for those 5% that are still crying how the game is too hard, yet they have the nerves to come and say: "devs do an excellent job?".
My server is filled with people who generally don't care about healer's strike and they think that dissatisfaction has no real purpose with words of: "why do you even care? healers are fine, I like them. Bro just play the game nobody cares. Less queue for me then! They are pathetic, let them cry and whine whole day". Another exceptional bad note that I read was from one player: "I like these changes because now I don't have to focus on playing my job but rather can focus on the boss itself.".
Honestly, I wish the devs listened to us but it seems they only care about milking those copies of DT and giving empty words that they will fix it in ''8.0 surely we will do it... have copium guys". Everytime I play as a healer I feel mega bored. Only times healers are fun to play in basic content are when your party is bad so you actually have to ressurect them, pull people to safety, do hard healings. In those situations where you actually get a chance to play your job, you feel appreciated but let's be real, they come very rarely...
This, for some reason reminded me of the PLD scenario during HW where they're only played to prog.. then once they've figured out the fight, it's always WAR+DRK tank. Bringing a PLD back then was a detriment....now it's an entire role.
I stopped being a healer main back in Stormblood when they nerfed Scholar's complexity and since then it's just been a "Play for fun but don't expect much challenge" role for me. Any semblance of hope that I've had that healing will return to its former glory died with ShB, and then got dug up and tossed into the sun so as to not leave a corpse with EW.
It's not just a problem with healers too, though healers do suffer the most, they just don't care about making complex and interesting jobs and are more interested in just slotting everything into the same 2 minute burst window where every job is more or less "press buttons, press BIG BUTTONS for BIG DAMAGE every 2 minutes" and also just deleting any sort of interesting utility like how ranged had party MP and TP Regen.
They've just been slowly killing complexity and stagnating the game in the name of accessibility, and while it's not necessarily bad to make the same more accessible, it also makes it more or less a lot more boring when there's no interesting nuance to the combat system or to your character's kits beyond "Press the buttons in the correct order."
Hell, I miss stance dancing on tank, cleric stance on healers, TP, the AoE TP and MP regen on ranged roles, aggro transfer on Ninja, and all these various small things that were removed that made every encounter a little less mundane because maybe your job had an extra ability that's *very* useful in this situation that doesn't always happen.
Watching forum drama be like
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