
But that's the thing So what if they made all the tanks braindead and unfun and useless and kept snidely making comments that made you think, "They don't care about tanks or our enjoyment anymore"? Would you just happily hop onto DPS or healing? How is that fair? It's really not fair to tell people that the ROLE they loved and enjoyed from 2013 until 2019 is dead and they should just try something else. I have! I have done other things! My static lost it's WAR during FCOB and it was easier for us to find a healer back then so for the last few weeks, I hopped onto Warrior. During part of Stormblood, I hopped on RDM when there was a big shift up in static members. I've tried doing other roles in higher end content and I didn't have fun. I didn't like the mechanics of it. There's just nothing in this game anymore. And I did address the "maybe you should play another role" thing directly in my original post.
Imagine if they made ALL DPS classes just 1 button. Would you tell DPS who were upset to just go play tank if they are so unhappy?
It's not fair at all to say that. Healing used to be fun. It used to be engaging, enjoyable, and especially playing Astrologian, I had a blast. I don't get that thrill from other jobs. And now I don't get it from healer, either.
Healer's requests are not unreasonable. We are merely asking for what was taken from us to be returned. We've been waiting over 5 years for our jobs to regain the complexity & identity they once had. We're now being asked to wait over 2 more years. Healer jobs & their players are being ignored & neglected by the devs.
"Play Ultimate" is not a viable solution: we want to enjoy the ENTIRE game, just like everyone else gets to! DPS can use their full kit in 100% of content. Why should healers be told they only get to use their full kit in five total fights? We just want the same consideration other roles get.
I've been thinking.
They decided that work on both "encounters" and "job identity" would be too much for the playerbase, even though I don't quite agree with that... But If there must be just one of those per expansion, I firmly believe they picked the wrong one. Jobs is how people interact with the world, and that should be a first priority.
I don't think Endwalker encounters were really inspiring or good sans a couple, even normal content were bad (<cough> AR <cough>) but I surely could bear a whole 7.0 of the same encounters if job design was addressed 1st.
Also, coming to think about it... Isn't that really counterproductive? They reworked 2 old jobs, added 2 brand new ones... just to be overhauled again in 8.0?

I also do not agree that it would be "too much" for the player base to both work on encounters and job identity. Players have been complaining about both and want both fixed--fixing them both at the same time would, in my opinion, make a lot of sense. But if I had a fun job, I could deal with another expansion of less-than-inspiring encounters. If I felt like my beloved Astrologian were once again the job that excited me, I could deal with mediocre encounter designs.
Healer's requests are not unreasonable. We are merely asking for what was taken from us to be returned. We've been waiting over 5 years for our jobs to regain the complexity & identity they once had. We're now being asked to wait over 2 more years. Healer jobs & their players are being ignored & neglected by the devs.
"Play Ultimate" is not a viable solution: we want to enjoy the ENTIRE game, just like everyone else gets to! DPS can use their full kit in 100% of content. Why should healers be told they only get to use their full kit in five total fights? We just want the same consideration other roles get.

This is the reason why I stopped playing WAR in 5.0. and I been playing WAR Since EA-2.0. They homogenized tanks and WAR did not feel special no more. You had more HP than tanks with defiance but less CDs because you were suppose to tank the TBs head on, etc. Astro was my second main and loved the rng of the cards cause you had to think during battles, which I loved.

I mained SCH from ARR to SHB. I used to love the class. When they gutted the class in SHB I decided to try it anyway. Power through. Instead I got burned out and tired of it. So I swapped healers in Endwalker and halfway through said screw it and went SMN. And SMN, even with it dubbed down to hell, was more fun then any healer. I used to LOVE playing SCH, I even loved AST as well. In SB I had a really conflict between my main being SCH or AST. Now? Nothing. And I'm by far not the only one as people can clearly see.
It really really says something when a whole lot of people who used to love healing for years suddenly find the job a shadow of it's former self. And it's saying a bad thing.


I agree. A metaphor for this would be to think of this game's battle content selection as an art museum. The different paintings and sculptures are the encounters. The Job you choose to play is the pair of glasses you're wearing. It doesn't matter how beautiful the Mona Lisa is, or the Statue of David, or Van Gogh's Sunflowers, if you are wearing a pair of glasses that are blurry (wrong prescription, need cleaning, etc). It'd make much more sense to adjust the job design direction first, rather than the content direction, because there's no guarantee that the new direction wouldn't suffer from the occasional stinker of a fight. A sensible job design for healers would 'carry' a bad fight (cough P6S), but a good encounter design can't always carry a bad job design (especially once you have it on farm)I've been thinking.
They decided that work on both "encounters" and "job identity" would be too much for the playerbase, even though I don't quite agree with that... But If there must be just one of those per expansion, I firmly believe they picked the wrong one. Jobs is how people interact with the world, and that should be a first priority.
I don't think Endwalker encounters were really inspiring or good sans a couple, even normal content were bad (<cough> AR <cough>) but I surely could bear a whole 7.0 of the same encounters if job design was addressed 1st.
Also, coming to think about it... Isn't that really counterproductive? They reworked 2 old jobs, added 2 brand new ones... just to be overhauled again in 8.0?


Honestly the ppl that call those wanting more depth and things to do outside of healing elites are such hypocrites.
Either A. They don't healer at all and are bad tanks/dps wanting healers to pocket them with just healing and nothing else.
B. Ppl who refuse to believe that healers can fight instead of being just healbots. Healing in this game will never be engaging if I can predict when it is coming, it's all scripted. And even if I had to heal, their kits are so bloated with redundant heal abilities, that taking damage is trivial.
C. Ppl just think the devs can do no wrong. They have been wrong since the beginning of the game and still do not understand healer design. I hate that ppl will just defend the neglect from the dev team. They've been so-called "fixing" for years and yet we've reached the point that we have a whole strike about it. To make things worse, the strike isn't even going to change their options. Yoshi-P really meant it when he said that you should play Ultimate if you want harder healing.
No, what we need is for healers to be fun again. Homogenizing them and forcing a strict baseline with the bare minimum for a complex dps rotation is honestly so baffling. If the game is indeed for casual players mostly, shouldn't they want for the jobs to be fun to play and unique to one another? Yet all we get is "we don't know how to design more healing jobs when they've been regurgitating dps jobs left and right.
I have zero sympathy for the devs in regards to healers. They make zero effort in acknowledging their lack of anything healing related. This is the hill they will die on and it's truly something.
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