



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.



I actually just think it's fine to want the game to be more interesting outside higher level optional content. You can argue that ARR shouldn't get that hard and serve as the really sluggish tutorial that it is. But I still have to queue into that content and get level synced and help others play through the game. And I like doing all the dungeons from ARR and post ARR. But I'm not the only one who hates losing half their kit etc.
I think the jobs absolutely have to be redesigned to work with the new slew of expansions coming and the bigger numbers and expectations.
I think SMN is a good idea that needs to take it's simplicity and good ideas and push it further, earlier, so it can remain easy to play but more interesting to optimize.
I think we either need to get much more of our core kit much earlier in the game or have a separate sync system for actions so that we have more leniency with what kits we take into what content.
I think all the jobs and roles are both getting a mixture of changes that make sense and stuff that makes me want to go back to bed when I see it.
I just think healers are the worst. Why do I even have to summon the fairy anymore. Like yeah I want to be able to exist without Eos there sometimes I guess but it's rare. You turned Selene into a skin but then proved you can trick people into playing stances with glowy buttons and gauges? And gave us another move that, while I love, affects how other people play the game by making them sprint which people don't like even though I do? But you did that after getting rid of Selene and her mechanics?
I never know what's going on in there.
I was astounded to see the dot spread on SGE.
Like wow, a good idea. Now put it in their ARR kit.

Yes and I can even say I mostly agree and it was also discussed in the thread.
It's just healers suffer even more from this because of stuff upgrades etc... That makes them to have only the short "prog" phase to enjoy. And it is one of the major issues that was pointed out here. While other roles still have room to optimize things in "farm" phase to find fun, what remains to experienced healers is to spam a lone nuke. That's why a lot of us (I haven't said all of us), who have played healers for some years, are drifting away from the role.
Last edited by Hellebore_Ghrian; 07-02-2024 at 09:53 AM.



Besides there being lots of players who engage in harder content...casuals also deserve to have fun.
Only a small fraction of the playerbase does EX and above. That doesn't mean that the majority of players deserve boring and monotone gameplay.
A dps can always do their full, fun rotation, no matter what mode. If I wanna go hard on a wet noodle boss with my full ninja or picto burst I can always do that. This fun element is inherent to those jobs.
As a healer, no matter what content difficulty (as has been clearly established with raid logs), I will spend a lot of time just pressing one button in-between healing intervals.
I've done MSQ solo content and instances on Ast and it's terrible. I literally just spam 1 most of the time, whereas it was always at least a little bit exciting on Pld or Nin in the past.
I also did a MSQ dungeon with a friend on Ast and even though it was new and I had to pay more attention than usual, I still spammed 1 for quite some time.
We spend a lot of time doing casual content via MSQ and roulettes. That should be a somewhat fun experience, not a pure chore, and that fun should come from the class itself, like it does on DPS. If it only comes from people having a hard time then our fun completely hinges on other players and we depend on them staying bad to keep having fun ourselves. Having to hope for this for other players is stupid.
Literally NOTHING in Dawntrail shows us that we're headed in the right direction. They've gutted classes, neutered gap closers on TWO out of four tanks, on top of the DPS. Which, if it was so important, why do the golden children of WAR and PLD get to keep theirs? The story is absolutely dog water. Like, worse than Lyse, worse than the cringest moments of ARR bad. The only communication we ever get out of the devs is that they're designing Jobs to appeal to players who normally don't play them, (WHY?!) that their dungeon testing team is required to be so bad, that even clearing an Extreme disqualifies you, and that they balance raids by muddling through it, and tacking on extra HP due to the fact that they know players don't suck as much as they do. And that they "had to learn cooperation and communication skills", IN AN EFFING MMO.
This is quickly shaping up to be the worst expansion in the game, and that's pathetic.




Well yes. That is one from many contributing factors. “Healer Issue” isn’t easy to be singled out per point just like that because each points aren’t as much of an issue on their own but do actually snowball when more exists at the same time. I.e. let’s take what you said here: the existence of progging phase & ‘farm’ phase. Is that much of an issue on their own? Not quite. I think it’s unrealistic & unhealthy to keep the game perpetually in ‘prog phase’—it removes the sense of progression. But what if we add more issue into the mix, such as (a)uber static fight timeline; (b)heavily simplified dps kits; (c)heavily bloated healing kits; (d)lack of consequences & player agency; (e)lack of responsibility… and hell, even (f)nonhealer kits encroaching healer’s kits—which… lol, aside from being ‘not exclusively healer issue’ suddenly also make for the joke #ffxivtankstrike! xD
Suddenly it becomes impossible to not talk all of those, considering they’ve been dismissed, or handwaved for about 5-8 years depending on where you draw the line—they add up over time & does not go away; problems do not fixes themselves by being ignored after all! It has come to the point where both spectrums that is more common casual & savage folks begun to see the field drying up.
Last edited by Rein_eon_Osborne; 07-02-2024 at 10:46 AM.
"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."

I am a healer who is not participating in the strike (although I agree with every complaint,) and I would like to share my experience playing through Dawntrail so far.
My job is Scholar and I have been doing the MSQ with it, for Science (tm).
First off, the good: the first trial (I have done but one) was engaging. I am pretty good at playing the piano to keep people alive and I like to do it, especially when things go south while I am in the middle of learning the mechanics myself. I had a lot to heal and a lot of opportunities to pick people up off the ground or save them before they got offed by an upcoming mechanic. I was able to engage with the game as intended.
Now, the bad...
Of course, what the strikers already know: healers barely have a gameplay loop of any kind for either healing or dps. Right off the bat, questing in the overworld, I recalled that I have little to do vs enemies but press 1 really hard. I fully realized how awful this felt when I ran into some Hunt marks in the 96 zone and remembered that Scholar was my only mid-90s job, so I had nothing fun to switch to to kill them. Pressing 11111 to down an at-level mob alone is genuinely soul-numbing, and pressing my 2 minute cooldown for one or two overworld enemies because I am desperate to do something else is not a good feeling at all.
In Dawntrail dungeon content, if even a single other person in the party has seen the instance before and is able to avoid the telegraphed mechanics, there is very little interaction with the game for me for the full duration of the instance. I may toss out an Expedient or a Sacred Soil to feel as though I am contributing by providing my fellow players some extra breathing room, but I do not feel as though it has ever made a tangible difference. If the tank knows his job as well, there is nothing for me to do at all during pulls--in these brand new dungeons that I have never seen before, remember!--except admire the scenery, observe the mechanics, and press Art of War/Broil while my fairy casts Embraces that are overheals next to the tank's own, faster self sustain. There have been boss wipes of course, for want of knowledge, but after those, my fellows are usually converted into 'seen the fight' players and have no problem avoiding the mechanics thereafter, once again alleviating me of any need to carry out my primary duty. Or play the game.
With these experiences fresh in mind, I would describe the Dawntrail Duty Roulette healer duty as being a babysitter while players learn how to do a set of mechanics, whose greatest contribution will always be Swiftcast+Raise, and whose job usefulness disappears completely once the mechanics are learned, given a competent set of teammates. It is bad enough that, when I played through the dungeons again with my friends in premade parties to help them level alt jobs, I could see clearly that my choice of job was a burden to the speed and efficacy of the run simply because they are all good at the game and do not need such training wheels to succeed.
To be clear, I have not yet completed the MSQ. The most recent dungeon I have completed is Level 95. So, to reiterate: I haven't even finished the MSQ or gotten endgame gear yet, the game is/was in early access which means all the content was brand new. Under these conditions the experience is still this way.
We will see if the notorious Lv. x7 dungeon shakes things up at all in the honored tradition of Bardam's Mettle, but my expectations are low and my disappointment is high. I am not surprised, however. I quit healing at the start of Shadowbringers because of how bored and bothered these changes originally made me feel, and two expansions later, nothing has changed at all, except the delivery of the PvP kits--proof that the design team can give us fun, unique things, but for whatever reason will not do so for 99% of the game's content.
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