Previous expansions still count !The impact of this "strike" was already very limited, but now with the endgame dungeons I feel like it shouldn't be relevant anymore, healers actually have things to do in the high level trials and dungeons.
What do max level healers doing the strike think of current endgame? do you all not feel busier than previous expacs? or is it about having more buttons to press?
They represent 90% of the game, plus they are what new players see first !
Retired healer
Thank you this is the part that interests me, can you give me an example of a kit that would be more interesting/fun? You can pick any healer, I wanna just really understand that's going on
So basically, y'all want a complete rework, but in which direction?
Rather than offer up specific kit ideas in this post I want to state my goal more clearly
I think it needs to be fun at 30 at a minimum no matter what job or role you play and ideally untie actions from level sync slightly as I've detailed here
https://forum.square-enix.com/ffxiv/...ion-level-sync
it/its - 14 accessibility is bad, ease of access is not accessibility, jobs are boring. Transphobia ruins real attempts at criticism and it's whack.
Just a good rebalance of numbers would be enough to me (or a good start). The main issues to me are :
- the stat-squish that 6.0 brought, that strangly broke lv 1-80 balance completely (especially lv 1-70).
- tank sustain is way too high at multiple levels.
- too few unavoidable damage to keep healers occupied in their role in general.
So for this :
- I would nerf to the ground the global party DPS from level 1 to 80. A lot of maths surely has to be done here, because the way they did their "stat-squish" was disastrous ! (a lot of boss phases are skippable, even with MINE enabled !!)
- I would nerf tank sustain. Tank defense stat at levels 1-40 is too high now that they have their "protector trait" at level 1, plus PLD & WAR at level 90 are just absurb in their self-heal ability.
- I would increase a little auto-attack damage from almost every boss (and dungeon mobs), especially after level 60.
I didn't buy Dawntrail though, so I can't speak for level 91+
Also I would allow all players to use phoenix downs in combat, but with a cast-time similar to the rez spell, so that we can increase the healers responsability without being too much frustrating for DPS and tanks.
All of this wouldn't certainly be perfect, but it would be a good start.
Last edited by Grann-Goro; 07-05-2024 at 12:31 AM.
Retired healer
Well using SCH and SGE as examples on how you can change them to fit the same role but have unique healing kits.
SCH could regain pet management mechanics and empower the fairy so it becomes the main tool you use to heal in AOE instead of it being more useful for ST and its AOE only being decent. You could theoretically have the SCH's (the PC) aoe healing relatively weak while the fairy has incredibly strong aoe healing so the way you react to situtations would be tied to managing your fairy. An example of changing a currently existing ability is Fey Blessing, instead of it just being a weak aoe it could use your fairy gauge and be an AoE Aetherpact in a short range meaning you have to place your fairy somewhere it can heal the most people over time.
Compared to an idea of a SGE rework, they both are barrier healers but can do barriers in different ways. For example SCH could keep the current long lasting barrier design on long CDs while SGE could have shorter CD barriers but also only last a few seconds, this would completely change how you play SGE comparitively to SCH because then SGE would be the reaction/damage barrier healer while SCH would be preplan/pet barrier healer. Not saying this is the approach they should take but its an example of how to make healers feel more unique and also healing more interesting.
Really the best examples come from other MMOs with better healing mechanics, WoW for example has a healer in it currently that had damage/healing abilities that are all in cones or lines meaning you have to think about your positioning to deal both damage and healing. There are multiple ways to rework healing to be both unique and engaging.
Damage dealing will always however be necessary because unless damage output remains the same from low ILV to high ILV + experience in an encounter, you will start pressing less healing buttons and more damaging buttons because healing will become easier, its why all western MMOs now have basic damage dealing mechanics for Healers. (For example WoWs holy priest, the least complicated damage mechanics healers, has a single target, aoe damage/heal that empowers over time to be plus over your single target, a Dot, A casting Dot, a 40 second instant cast high damage spell, a line burst aoe damage+heal 40CD oGCD and a 1 minute CD nuke.)
Last edited by Ramiee; 07-05-2024 at 12:28 AM.
I love every part of this, I agree with it all. Also you should get DT, the first half of the story is amazing, the second half I am not much of a fan of.Just a good rebalance of numbers would be enough to me (or a good start). The main issues to me are :
- the stat-squish that 6.0 brought, that strangly broke lv 1-80 balance completely (especially lv 1-70).
- tank sustain is way too high at multiple levels.
- too few unavoidable damage to keep healers occupied in their role in general.
So for this :
- I would nerf to the ground the global party DPS from level 1 to 80. A lot of maths surely has to be done here, because the way they did their "stat-squish" was disastrous ! (a lot of boss phases are skippable, even with MINE enabled !!)
- I would nerf tank sustain. Tank defense stat at levels 1-40 is too high now that they have their "protector trait" at level 1, plus PLD & WAR at level 90 are just absurb in their self-heal ability.
- I would increase a little auto-attack damage from almost every boss (and dungeon mobs), especially after level 60.
I didn't buy Dawntrail though, so I can't speak for level 91+
Also I would allow all players to use phoenix downs in combat, but with a cast-time similar to the rez spell, so that we can increase the healers responsability without being too much frustrating for DPS and tanks.
All of this wouldn't certainly be perfect, but it would be a good start.
It's kinda funny to see those vipers screaming after the job change announcement.
Especially after so much main dps came here only to tell us that this thread is dumb and that we shouldn't complain because our healer jobs are fine.
How do we call that again ? Oh yes KARMA.
Last edited by Hellebore_Ghrian; 07-05-2024 at 01:48 AM.
Although this is from FFlogs I do not support abusing other people because of it!
Warrior be like I am the healer now!
my apologies, but I did quote a few others saying much the same thing.
its just due to 'new' and I realize that you have been around enough to know it too. no offense intended
#FFXIVHEALERSTRIKE
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