



Tanks and DPS both have parts of their kits they can optimize which will noteably impact kill Speed.
Healers only technicly do. Because the moment you realize 'ogcd heal good' that's about 90% of the way to max "speed enemy death Up" healers can get. (And it's litteraly 'how much can you spamm this button that's got no cd or relevant resource cost.)




Tanks and DPS optimise their rotations, tanks can optimise sharing their mitigations and DPS can optimise the use of incidental heals
Healers don’t have incidental heals (assize and star are exceptions) so basically if the DPS can replace a healer heal with an incidental DPS heal it’s always a gain to do so, then from there healers really only have ABC. Think BLM had non standard, GNB has “do AOE rotation to keep cartridges aligned”, and other things like that. Healers optimisation ends at ABC
you could either fix this by giving healers tank like rotation so damage optimisation becomes an actual factor, you could cut oGCD healing so organisation of GCD healing becomes a factor, or up the damage so the same as option 2 is achieved
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


Making the DPS system interesting so those who get good at healing and spend 90% of their time pressing dps buttons have more fun. And no a ability every minute or two isn't interesting to the core, chainging 1-1-1-1-1 spam is the main thing that should be touched.
Well, how healers can be rewarded...
For example they are given healer specific things to do, and just not be a target for a split party stack.
I.e. add more cleanseable things, add actual healing not tied to just party taking damage like dragon heads in Shinryu EX or something. Maybe add "negative" health that needs to be healed, before health can be restored normally.
If all of that is too complicated, then i dunno.
As long as fights in the game will continue to be "sustained single target damage DPS checks" and the most important metric to overcome that is DPS, nothing will change.
Sometimes rumors are just... rumors.


I think everyone here wants a better dps system and more healing to do. I can tell you now if I was forced to GCD heal I would actually play healer more because I have a ton of heals that are almost completely useless outside of prog and ultimates.Well, how healers can be rewarded...
For example they are given healer specific things to do, and just not be a target for a split party stack.
I.e. add more cleanseable things, add actual healing not tied to just party taking damage like dragon heads in Shinryu EX or something. Maybe add "negative" health that needs to be healed, before health can be restored normally.
If all of that is too complicated, then i dunno.
As long as fights in the game will continue to be "sustained single target damage DPS checks" and the most important metric to overcome that is DPS, nothing will change.
Literally the way to fix healerless runs in casual content is to add cleansing for stuff that will kill people if sync'd if they get a certain amount.
We have some of that, i.e. cleanseable Dooms and what not, but those are somewhat rare. And the amount of times i've seen healer not Esuna'ing others and/or themselves is way too high. But the game does not teach proper Esuna usage at all.I think everyone here wants a better dps system and more healing to do. I can tell you now if I was forced to GCD heal I would actually play healer more because I have a ton of heals that are almost completely useless outside of prog and ultimates.
Literally the way to fix healerless runs in casual content is to add cleansing for stuff that will kill people if sync'd if they get a certain amount.
As things are now, it's usually just damage, oh, and here's your dummy sticker aka a Vuln Up.
Edit: But to make a more engaging DPS rotation. SE could give healers a couple more damaging buttons on shorter cooldowns separate from our usual 30 seconds DoT.
I.e. let's say 460 potency attack on a 15s cooldown and 540 potency on 30s cooldown.
Add a channeled 5 seconds spell that pulses damage every second like a Flamethrower on a 60s.
Last edited by Flay_wind; 06-28-2024 at 05:06 PM.
Sometimes rumors are just... rumors.

Game Design as a whole is simple. They have taken away any game design that was even remotely interesting with shadowbringers.
Tanks has infinite aggro now nobody can steal the aggro from a tank
Healers have infinite MP
Dpses lost all interesting debuffs and buffs. Now everything is damage based.
You have the rare occasion a tank needs to interject an ability once or twice a raid
Slashing Piercing and bludegion damage no longer matter
Any customization of stats are gone. Cant meld main stats onto your gear.
Every raid follows a basic formula it minorly changes per raid but generally they all follow the same formulas
Making healing interesting would require the devs to actually put some effort into changing there raid formulas. Which we all know the dev team is lazy and Yoshi P will always use the excuse balancing healing is hard. Well balancing Healing is hard because you designed the entire game to always keep your party at full hp and needing to full heal them within 10 seconds.and every fight is a dps check so healer damage is still needed



They're in this weird trap where after not using Esuna for 70 levels and literally never explaining how it actually works, they can't really reintegrate it now without substantial friction


easiest way to fix that? re-integrate esuna across the game in fights here and there
(joking) and then gaslight the community saying they were there since launch. give it a few months of player infighting and company silence and it'll blow over fine and dandy and people will accept that it's always been this way and we've all just been negligent until now.
Picked up healer (SCH) back in heavensward, fell in love, mained it.
Don't play healer.
It's built by people who don't play it for people who don't want to play it, in a game designed not to need it at all.
There's nothing there for you, and the devs will remove whatever you might like to fit in more redundant healing and nothing to do when healing isn't required (party not standing in orange puddles, fights being scripted that a single OGCD will do the job), so you'll just press glare/broil/dosis for all of every fight, from level 1-100, forever.
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