How is increasing heal checks not gatekeeping?No. That's utterly pointless. I personally hate the design of current tanks. But I still play them because I have things I want from the role. However. I'm aware if 99% of people suddenly stopped playing it or leveling it that the dev team would be forced to act. That's what happened to mch after all. But the reason I think it's pointless is because we can almost be 100% sure nothing will change till 8.0
Bevause healers damage isn't an issue so there's no need to fix it. What a healer should do is heal. Not dps.
I see you are just not willing to engage with reality today. There are functionally no dps checks in casual content because they would gatekeep.
Question
If you have to heal more, because there are more heal checks, you have to press more buttons, right? What is the difference between pressing more buttons to heal or DPS?
Like why is pressing more buttons to damage gatekeeping the role but pressing more buttons to heal not gatekeeping the role?
Basically, is it about pressing buttons or is it about something else, because I'm lost as to what the difference really is, especially with my examples that keep the 11111211111 gameplay feel
Is it just "expectations" for the role? As in, playing healer and finding out you have to do a DPS rotation is gatekeeping the role from true healer mains or something? (Which even if you think that, why can't even 1 healer be different in that way)
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.
The 'Identity' of the WHM in FFXIV's lore is that it was half of a calamity, and I personally refuse to believe that the WHMs caused that calamity by outhealing the BLMs too hard. They must have used offensive magics to fight back, surely.
The issue with our damage kits is that they're so disconnected from our healing kits, and ironically, WHM is the healer that has the best way of showing how the two can be linked, with Lilies/Misery. Why don't we have effects wherein dealing damage 'helps' with the healing? Why can't we have, for example, 3 DOTs on SCH (Bio, Miasma, Shadowflare), and then add a trait that says 'the damage an enemy's autoattacks do is reduced by X% for each SCH DOT active on them' or some such? It doesn't have to be so strong that it's 'required', just small things that make it feel like the kit is one cohesive kit, rather than two different kits glued together
The thing that people are missing about adding more damage buttons to healers, is that there's a 'baseline', of just spamming Glare/Broil/etc. and by balancing potencies of additional actions around that baseline, the performance difference between 'the optimal rotation' and 'player spamming only Glare' remains quite close. This way, the players who want to keep spamming Glare as their playstyle, still perform with 95%+ of the output of a full-optimization player. Eukrasian Dyskrasia, before its untimely death, was a good example of this in action: Casual players could ignore it, and lose only 40p per 30s. Hardcore players could interact with it in ST, and gain that 40p per 30s. Nobody would have had an enrage caused because they didn't use E.Dyskrasia to get that extra 40p. The complaints that would arise from designing actions in this way, are effectively 'I want to be told I'm optimal, without putting in the effort to BE optimal' which is not a mindset to develop around.
Besides, if you have a mini-rotation for healers, eg WHM has Stone/Aero and Water gets added, meanwhile SCH has Bio, and gets Miasma/Shadowflare readded, then surely this reinforces job identity, not detracts? WHM being more 'burst' focused in the way it deals damage, SCH being more DOT focused? The way a healer deals damage can be an aspect of its identity just as much as 'how it heals'. Look at WOW, nobody would say that Holy Paladin and Holy Priest play anything alike beyond 'both use the Light', because one of them is going to be dealing damage to things in Melee to generate resources. Even the two Priest specs play wildly differently.
I guess that means we can ramp up the healing required in EX roulettes to be just as demanding as some of the more heal-intensive Ultimate phases, eg P1 TEA? After all, increasing Healing checks is apparently 'not gatekeeping', and the casual player signed up to heal. So they should be fully capable of healing at the level Ultimates demand of them, right?
Last edited by ForsakenRoe; 07-09-2024 at 11:00 PM.
I don't know why people argue they don't want to be a green dps... you already are one.
If you are playing correctly and not greifing your team, you are spending 70% of your gcds on damage.
They aren't going to retroactively make all the fights about healing output nor are they going to change future content significantly enough to cause a gameplay shift. It's better to think about how to improve the current gameplay then ask for changes that SE has no precedence for making.
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