I mean, it makes sense it's the Netflix and Chill role. Healers have been getting screwed for expansions.When an entire role has been relegated to the Netflix and Chill role, obviously some people would be unwilling to give it up.
It's like if you give someone a medal for showing up everyday and then one day you suddenly want them to do a small task to get that medal, they're obviously going to push back on that.
I had to giggle at this:
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やはり、お前は……笑顔が……イイ
I do not understand, why do people want healer's DPS to be more engaging? Is it because FF14 is more mechanically inclined in content versus other games rather than raw numbers? In WOW people just want healer's to DPS with anything they got in harder content and couldn't care less about their rotation as long as the buttons are pressed.
I personally would prefer healing to be a little more intense x1000 times more before I would care whether I pressed Glare and Dia all day everyday.
Last edited by Verathel; 06-30-2024 at 03:12 PM.
Well, we spend somewhere between 80%-100% of our GCDs on DPS generally speaking, so wanting that to not be almost exclusively 1 button I don't think is that unreasonable. But one thing I'd like more people to recognize is that there are players like me who get enjoyment out of balancing healing and DPSing together. I don't want to just DPS. I want to have an engaging set of DPS tools that I have to make sacrifices with to heal when the party needs my help, and to have to make those choices on the fly. I don't just want to heal because I want to engage with the enemy and help my teammates take them down.I do not understand, why do people want healer's DPS to be more engaging? Is it because FF14 is more mechanically inclined in content versus other games rather than raw numbers? In WOW people just want healer's to DPS with anything they got in harder content and couldn't care less about their rotation as long as the buttons are pressed.
I personally would prefer healing to be a little more intense x1000 times more before I would care whether I pressed Glare and Dia all day everyday.
That's why I continue to ask for a range of healers, where Sage can become the healer who has a small rotation that feels DPS-like while the other healers approach their damage contributions differently. And I would like for there to be a healer with a set of DPS tools designed to not feel like DPS at all and instead feel like support specifically for the people who stand opposite to me--who want to play a job that spends the majority of their time focusing on their teammates rather than the enemy.
It is entirely possible for both to exist and be balanced with one another as long as the numbers align.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
It largely has to do with the games history; we've had a more involved damage rotation in the past while also being more healing intensive compared to today. SCH used to have access to Broil, Miasma, Miasma II, Bio, Shadowflare and Bane; back in HW that would also include cross-class spells like Blizzard II and Thunder. WHM had Stone, Aero and Aero III, not much but it broke the filler spam more often, and because of WHM focus on GCD healing, it further broke up that spam (albeit that was something of a weakness back in SB, something the revamped lillies fixed). AST had a more involved card system to keep us occupied; being able to burn cards to affect the next card played, being able to store a card for later use, increasing the buff duration of those cards, etc.I do not understand, why do people want healer's DPS to be more engaging? Is it because FF14 is more mechanically inclined in content versus other games rather than raw numbers? In WOW people just want healer's to DPS with anything they got in harder content and couldn't care less about their rotation as long as the buttons are pressed.
I personally would prefer healing to be a little more intense x1000 times more before I would care whether I pressed Glare and Dia all day everyday.
In comparison, the abundance of oGCD heals means our GCD heals have less value, we don't press those GCD heals as much and instead press our filler in its place. The simplification of the DPS kit means that instead of upkeeping multiple DoTs, we press our filler more. Couple that with the lack of incoming damage over the past couple of expansions, we now press our filler for a large amount of any given fight, including savage and ultimate.
Stormblood is seen as the good middle ground for accessibility compared to Heavenswards complexity, healers had more dangerous spots they were expected to heal, and could stay occupied with more to do when there wasn't anything to heal. The balance now has tipped to where we have too much healing available in our kits, and not enough incoming damage to stress that kit. If content was balanced to where that kit was stressed all the time in a fight, you'd alienate casual players from being able to participate, not even ultimates go so far as to make us heal for 50%+ of a fight.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
I can understand that frustration for sure. I do mostly bottom level content in FF versus in WOW where I dabble in mythic raiding and the differences between raw numbers and mechanics can be hilarious. I often find mechanics in regular FF dungeons that would be commonplace in significantly harder content in WOW, on the other hand it's far more forgiving in FF. Where in WOW raw numbers and a pretty basic understanding of mechanics goes much further. Plenty of times I find myself doing nothing but healing and that is very, very rare to see in FF.
Personally why Endcaller P2 was one more enjoyable fights for me. At least the first times actually having to chain healing cd's and think about healing instead of spamming DPS rotation.
It is also disheartening to hear that healing is not that much greater in savage and ultimates.
One of the funnest things in WOW is chaining healing cd's with other healers and interweaving the right cd's together for maximum efficiency and make sure everybody lives.
The experience of healing in blind prog particularly is one of the few times FFXIV healing gets praised, because going into a fight with multiple moments that do pressure your healing from time-to-time and not knowing where they are, and when the next one will be is interesting, and the experience of planning your healing resources accordingly can be fun. It's sort of like a puzzle that you're trying to solve, but the problem with puzzles is that once you solve one, the fun ends. The fight then becomes a repeated pattern where you already learned where to place your heals and there's no more mystery to explore.
This doesn't justify the entire rest of the game dropping the ball on healer gameplay, and it's not an attribute of the healers' kits anyway, but the design of the fights at all. That experience would still be there if healers were changed to better match the pacing of offense and healing that FFXIV asks of healers--perhaps it may even be better.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
Yes, that's one of the more glaring aspects you notice and while being more mechanically inclined can be interesting/intense it is less so for a healer in my experience.The experience of healing in blind prog particularly is one of the few times FFXIV healing gets praised, because going into a fight with multiple moments that do pressure your healing from time-to-time and not knowing where they are, and when the next one will be is interesting, and the experience of planning your healing resources accordingly can be fun. It's sort of like a puzzle that you're trying to solve, but the problem with puzzles is that once you solve one, the fun ends. The fight then becomes a repeated pattern where you already learned where to place your heals and there's no more mystery to explore.
This doesn't justify the entire rest of the game dropping the ball on healer gameplay, and it's not an attribute of the healers' kits anyway, but the design of the fights at all. That experience would still be there if healers were changed to better match the pacing of offense and healing that FFXIV asks of healers--perhaps it may even be better.
In one of the newer dungeons I believe the level 93 one the entire second boss fight was pretty much finding the safe spot sometimes nonstop and made me realizing I was doing nothing at all except moving for a good 10-20 seconds. Twice as useless as the Tank and DPS.
I've been having this as well thus far. All of my healers are just bad or blatantly awful. I've had SGE's sat there spamming diagnosis on me and any other healer pressing for their GCD heals immediately. I died 3 times on the final boss in the first DT dungeon, once by my own mistake, the other 2 because the healer would resurrect me and then just not heal me at all and I'd die to the next raid wide.God like I actually feel the healer veterans not playing the role when I didn’t want to heal myself and helped a friend lvl after he helped me. And lord in heaven from the 15 healer, 5 we’re decent ones. I had a physic spamming sch when I as war was full hp. Or and perma shielding and diagnosis spamming sage. And the moment these people have to actually heal the party in scary situations go mind blank and do nothing at all
Also reading what some people write in this thread without even reading the strike post carefully or complete yapping when they don’t even touch healer with thick rubber gloves is kinda funny.
It's not surprising, the healer role is only enjoyable for newer or awful players. The learning curve is okay, and awful players love having no responsibility and a stress free life, so healer ticks both boxes perfectly. But for anyone else, mashing one button is so out of touch design for this game.
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