



"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
Decided to punish myself, leveled WHM to 91 to try the first DT dungeon as a healer... My feelings after the run is that I thoroughly wish to tie the entire team of developers to chairs and force them to play through the entire game and MSQ as a CNJ/WHM from level 1 to 100.



To be fair, that has happened literally every expansion, even during expansions where Healers were more complex than today, but it happens extremely prominently on any expansion which didn't have a new healer due to queues getting lop-sided by the new jobs they added.
People just see opportunities to make easy gil, nothing new really.

I mean.... I'm not a healer main but I value and appreciate healers mains in any content that I do (giving commendations to healers even if it's not their main role that they play). So I'm not sure what's up. When I play healers, it seems fine. They have added gap closer to healer job so they don't explode more easily in savage raids. I mean if healers die in a savage content it's a straight up GG. Devs beefed up astro with 3 card sets, which is nice. Scholar is still scholar. They shield when necessary and dps throughout the rest of the fight. White mage still white mage, OgCD heals to get everyone topped up and then glare 3 throughout the fight. If you want healers to do more damage then they will just become actual dps, if that's the case. You might as well go play a dps role. But hey, if you guys want to stop playing ff14 just because of some changes that makes it too easy to play...? Then yeah so be it. Another person will take your place as a healer because healers are always in need. Also sweet as for me. Easier queue times when I play healer (I'm going to need faster queues to level all my healers from 90 to 100)
P.S: I wish you guys all the best with the strike. Good luck!
Last edited by SoloD007; 06-29-2024 at 09:39 PM.
I love how everyone who seems to be against the strike literally doesn’t understand any of the points any of us have made. Like 90% of the objections I’ve seen are normies who think this is all because Xeno cleared the 91 dungeon without a healer when that was just the straw that broke the camel’s back.
Literally none of that is the point. The point is it isn’t fun mashing glare/malefic/broil/dosis 130+ times in ALL forms of content.I mean.... I'm not a healer main but I value and appreciate healers mains in any content that I do. So I'm not sure what's up. When I play healers, it seems fine. They have added gap closer to healer job so they don't explode more easily in savage raids. I mean if healers die in a savage content it's a straight up GG. Devs beefed up astro with 3 card sets, which is nice. Scholar is still scholar. They shield when necessary and dps throughout the rest of the fight. White mage still white mage, OgCD heals to get everyone topped up and then glare 3 throughout the fight. If you want healers to do more damage then they will just become actual dps, if that's the case. You might as well go play a dps role. But hey, if you guys want to stop playing ff14 just because of some changes that makes it too easy to play...? Then yeah so be it. Another person will take your place as a healer because healers are always in need. Also sweet as for me. Easier queue times when I play healer (I'm going to need faster queues to level all my healers from 90 to 100)
P.S: I wish you guys all the best with the strike. Good luck!
If the devs want to keep healing requirements low for casuals that’s fine, but we need more DPS buttons like we had before ShB.
If the devs want to increase healing requirements so we actually have to use GCD heals so we feel like healers, awesome.
But refusing to do either of these just won’t do.



Oh, the devs definitely did both. But they did it in the worst, most spiteful manner possible.If the devs want to keep healing requirements low for casuals that’s fine, but we need more DPS buttons like we had before ShB.
If the devs want to increase healing requirements so we actually have to use GCD heals so we feel like healers, awesome.
But refusing to do either of these just won’t do.
We ask for more damage buttons to press? They give us extra buttons to press, but on a 120s CD, and not on the GCD so it does absolutely nothing to break up filler nuke spam.
We ask for higher healing requirements? They give us higher damage fights, but every other role also gets to heal and mitigate so we heal just about as much as we already do (or even less in casual content).



This is a very insightful post. This thread had received a lot of pushback from warriors because we've been pointing out the elephant in the room.The problem is that War players insist *everything* is part of their job identity.
There's a reason War choked out every niche in the tank role.
They think they're too angry to die (Being immortal) is their job identity.
They also think, that big healing is War's job identity.
For some reason, War also needs to do big damage according to War players.
But it also needs to have the best invuln. So yeah, there's just nothing left.
Anyone looking at the job from a detached point of view can see warriors need to be nerfed for the good of the game as a whole. Not only do they significantly diminish the contribution of healers, the overpoweredness of warriors is unfair to players of other tanks. This is especially true for dark knights, who've had to watch their abilities be taken away only to have better versions of those abilities be given to warriors later.
Here's how I think tanks should be.
1. Warriors = Abilities which boost health and damage temporarily through rage. Needs extra healing after health buff wears off.
2. Paladins = Strong mitigation combined with abilities to protect the party. Does less damage than the other tanks.
3. Dark Knights = Abilities which recover health from damage along with devastating attacks. Has to balance between using their MP to recover health or using it for their special attacks.
4. Gunbreakers = Mobility and high APM play focused on weak mitigation and quick attacks. Balanced between using their MP for mobility to get in and out of harm's way, applying weak mitigation, or quick combos.
Last edited by Kacho_Nacho; 06-29-2024 at 10:42 PM.
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