Just to add on from what I said: when I was looking to clear EX1 in prog parties, healer slots were contentious but when going back to do reclear/farming, almost every single PF was missing healers and were always waiting on them last to fill. How could this have happened guys? Why does nobody want to play healer?
Oh, and my roulette queues have already gone back to waiting on healers again. I guess the new DPS button you get to press once every 2 minute didn't change anything, I could have never predicted this /s
A lot of us have provided suggestions and solutions to each healer Job in this thread. Myself included.
As a former WHM player, the job doesn’t need extra DPS buttons. We got a new DPS action in DT, but it’s locked behind an ability on a 120sec cooldown and you have to wait 90 levels to get it.
WHM’s DPS actions are fine, but we don’t use half of those actions most of the fight. It’s just all Glare spam.
To add variety to the rotation, have Aero / Dia’s DoT timer reduced to 15 seconds. Adjust the potency, yes, but make us press it more.
Separate Glare IV away from Pressence of Mind. You still have the 3 free Glare IV’s after PoM is used, but make Glare IV usable outside of that ability. Make it proc off Dia or let it be a GCD on a 20sec CD.
While we are at it, reduce PoM’s CD to 60 seconds.
Make Holy, a Final Fantasy staple, usable in a single target rotation. Maybe an AoE DoT after PoM is used.
The only healing action that needs to be removed from WHM is Cure I, which needs to naturally upgrade to Cure II.
I'm also going to sign this. While I enjoy Scholar, I find healing content past ARR to be taxing; not because of the mechanics, but because of all the DPS who are busy telling me "How to do my Job".
I have responded to that question. I have also linked a Reddit thread that talks about how you can set up your controller in order to have zero problems with having a lot of abilities. You have, apparently, very conveniently not seen either of my two replies. Either that or you are willfully ignoring them.
Honestly I feel like I started to enjoy the healer most when I stopped caring what other people wanted from me and just started doing what I thought was fun. Obviously I don’t mean being an active menace to the party. I just mean like, I will use Fey Illumination to buff magic defense and/or healing. Is it useless because it doesn’t affect gcds? Is that going to stop me? lol. I will not hesitate to Physick a bitch (and use Lustrate in the oGCD window lol). Excogitation? Excogi-nothing!
Disclaimer: do not try this at home (?)
I can get behind some of these. Been playing WHM since 2013 so I've seen how it changed. Personally, I'd like to see WHM having more dps.
I'll consider playing again when they return Aero III, make PoM 60s, make Glare IV and Divine Caress standalone and return Holy to the nuke it was back in the day while also increasing it's mana cost again. Also, while we are at it, revert the change to Thin Air we've gotten with EW. Cure I needs to upgrade into Cure II. Remove Medica III, no one needs that - most boring skill upgrade ever. Divine Benison should be able to crit for fun. Regen can use a buff, I can't recall the last time I actually had to use it when oGCD's do all the healing I ever need.
Though I know it will not happen, one can dream.
Yeah there have been tons and tons of proposals, they'll just always get buried in a forum. I don't have all the answers but I've got plenty.
-Add higher damage in many places, more frequent instances of damage. Rework or remove vulnerability mechanics if you must. Things can be too punishing for healers to be able to actually interact with damage when it's just, 3 strikes you're out after two vuln stacks. It sounds contradictory, but it's the other end of the extreme where instant death mechanics or stacked aoes that hit you all at once if you fail it kill you because of vulnerability. Healers can't interact with that besides raising.
-On that note, if they want the game to be more accessible for casuals and new players, reduce the time of the death debuff. As a casual trash player who does duty roulette, I'd like that.
-Add more (any, since there are none anywhere past lvl 60) cleanseable statuses. They dont have to be life or death, just worthwhile to bother cleansing.
-Honestly, nerf healing all over, reduce potencies. This is in line with increasing damage output in the game but increasing damage is more important.
-We can definitely remove some of the ogcd healing bloat, and this will leave room for a couple abilities for more interesting dps gameplay.
-The game needs aggro management, which should be the primary part of tank gameplay, not blue dpsing. Healers and dps can also have abilities that help juggle aggro, like a ninja smokescreen, dragoon jumping, some fancy red mage thing, maybe monk can have a deflect blows thing that lets them handle having aggro for like 5-10 seconds long enough for the tank to get it back. Be creative.
-The game also needs mana management back, at least on healers.
-Bosses need to be more than choreographed dancing into the right place to stand. FFXIV is a puzzle game where the only difficulty is how unclear it is to determine where the safe areas are fast enough without studying beforehand. Bosses are striking dummies at worst and choreographed dance routines at best.
Class specific stuff
-Make Assize just do damage.
-Remove divine benison, WHM shouldn't have a shield at all, especially not two stacks of it. Doesn't need two stacks of tetra either, or thin air.
-Consider cleric stance, even.
-Rework Fey Union on SCH since it's useless and locks you out of all fairy abilities, making it especially useless.
-Nerf all tank survivability. Not by a ton, but they should never be able to solo bosses for longer than 30 seconds or a minute. Bloodwhetting and the warrior party shield are the worst for balance.
-If Sage gets addersgall outside of combat, let SCH use aetherflow outside of combat. Blatant favoritism.
-But really, the two need to be further distinguished from each other. And really all healers are too similar.
-Current Astro is better with astrodyne in the garbage where it belongs, but it's a blank slate for now. You can still give unique effects to cards that don't cause issues with dps buff fishing but that also do things other than just healing effects like current. Astro is more of a carbon copy of WHM with a card game than before.
-Put Verraise on a 40/60 second cooldown (and let summoner keep raise if they did go through with removing it) These are important for class identity but current red mage infringes on the healer role too hard with dishing out 4-6 raises in a row with dual cast.
-WHM didn't need a dash in dawntrail. it makes it homogenized and we dont want every healer to have a dash. WHM has enough ogdcs and instant casts to be highly mobile and constantly move.
-SCH angel wings are an insult and a copy of WHMs wings and healing buff effect. Do better.
-Savage raids should be an afterthought. It's an abundant amount of content for a rather small portion of the playerbase. You're not going to get more casuals to try savage by making normal content more like it, and savage raiders aren't going to like it being made easier either. Do whatever you want with savage raids, but I think it's okay to not go insane over all the numbers and calculations. It should be okay for savage to be a bit unfair, this is content for the most skilled and committed players after all. It doesn't need to be perfectly balanced as long as it's challenging enough but not too much for that playerbase.
I understand the frustration you feel between SE not engaging in direct conversation with the healing community and the idiots who come in shouting insults because they're protected by internet anonymity. I can remember going through that myself in WoW as the game started declining in Cataclysm then nosedived in Warlords of Draenor.
The lessons learned:
Ignore those who are only insulting and make zero attempt at constructive discussion. They're always going to show up but they're never worth the headspace (unless you're bored and want to poke back at them).
Understand that the developers are only going to respond when they feel a need to respond. They do not owe us as paying customers anything other than a product that functions consistently within the standard that has been set for the product. We can make suggestions about the product but they're under no obligation to implement those suggestions. If we're not happy with the product or part of it, we're better off seeking what we want elsewhere.
As an anecdote for why I'm against expanding the DPS kit for healers:
Last night, I was running the level 95 dungeon with friends doing it for the first time. Originally I expected to heal but ended up DPS because the 4th they recruited for the party only had a healer leveled high enough and I haven't started leveling one of my tank jobs yet.
My friends are not good players due to their disabilities so when I'm healing for them, I always pay extra attention to their health because I know they're going to get hit by mechanics on occasion since their reaction time is slow.
The healer did not notice. As they put it about halfway through the dungeon, they were snapping into DPS mode and not paying attention to what was happening to the rest of the party. We wiped way more than we should have because the healer was not paying attention to the rest of the party until it was too late.
That should never be the case with a healer. They should always have at least partial awareness on what is happening to the party so they can react. And yet it happens all too often in roulettes. The healer from last night was by no means the only healer I've come across that ignores the party in favor of their DPS. They can get away with it in a good group of players. They can't in an average or bad group of players.
The problem would get even worse with a more robust damage kit for healers. Healers that already struggle with focus multi-tasking would find it even more difficult especially if others around them start complaining that they aren't using their damage kit effectively enough. SE has to consider those healers when creating the role design. The more presence damage tools have in a kit, the more attention they're going to get from players compared to the tools added for the role's core function of healing. It starts attracting more players who are only looking for fast queues as green DPS and have no interest in healing.
If someone truly enjoys the healing role, they should be looking for the healing to be made more engaging. Damage abilities should only be there to act as filler if there are a couple of GCDs free for a moment. If a healer is capable of using a GCD to cast a Glare or Ruin, they are also capable of using that GCD to cast a heal. There's no reason for SE to have to go light on the quantity of incoming damage attacks to a party. If they're concerned about the ability of less skilled healers to keep up, they can reduce the size of those attacks so missing a GCD won't wipe a group in normal content. Better healers would still use that GCD that others are missing to get off a quick attack before they resume healing.
For those who think "what about solo duties", switch to a DPS job if you want a better DPS toolkit to work with. There's no point doing a solo duty as a healer when there's nothing to be healed other than ourself. Once we hit the first RP duty at the end of the 4.3 MSQ, we're rarely playing as ourselves during those duties so what our damage toolkit is makes no difference. The amount of XP earned in doing the solo duties is tiny; the major XP comes from turning in the completed quest.
Last edited by Jojoya; 07-11-2024 at 05:28 AM.
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