As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Tbf, 1.8 Warrior was far more powerful than 1.8 Paladin off the very same tools. They just split Warrior's Wrath spender in two and originally kept self-healing on only the single-target version (where it had previously healed per enemy struck for ~30% of their HP per enemy struck) with no buffs to its self-healing per target.
It's just that apparently no amount of data saying X was strong at Y tuning/functionality, when said data was gathered only from that tuning/functionality (and therefore reveals no trends or critical thresholds surrounding with either), can support a conclusion that it will still be strong at... significantly worse tuning.
But it did get people's attention, in a way that over five years of feedback in the Healer section of the forums never did. It's all well and good comparing us to the protesters that block traffic, but the reason they block traffic is because they tried non-disruptive protests previously. And when you aren't disruptive, you're easy to ignore. So, we're being a little more 'disruptive', if you can even call 'playing a different role to have fun in a video game' 'disruptive', so that we're a little harder to ignore. And lo and behold, suddenly every content creator under the sun wants to give their take on the strike and how it won't work, or that they agree with it but it won't work, or whatever. If anything, this strike thread shows us that we should have done this to begin with. More fool us for giving feedback like SE asked us to, eh?
Not sure I'd call 'playing a role that we find more fun than the one we're complaining about' selfish. I think it's a little more selfish, to demand that players remain on a role they aren't finding fun anymore, just so that the DPS don't have to swap off of the role that THEY find fun. If they're having queue time issues, perhaps they'd like to consider giving Healer a go? Or if it's for the story dungeon runs/levelling up, Trusts are an option. And if it's for Roulettes to get Tomestones, well, there's a veritable smorgasbord of content that rewards Tomestones, and Hunts provide more Materia than the Roulette AIN bonus could ever hope to provide
I didn't know something didn't existed if I pretended it wasn't a thing! Maybe I should try turning off my object permanence... oh god where did my hands go? Oh... they were in the drawer.
Have you considered that dps queues were usually bad even before the dawntrail expansion launch? What do you want us to do- play healer? Why? We don't enjoy playing healer. It is only natural for people to play what they want. Would you storm into other games and say the same thing to players who aren't playing a required trinity role because it is badly designed?You're entitled to complain and criticize. But wanting to affect the gaming experience of everyone else *especially with dps queues as they are due to new jobs* is incredibly selfish and immature.
You're no better than the people who protest by blocking traffic in the middle of the road.
Nice of you to bring up a real world issue and compare it to a videogame. Am I blocking people from going to their paying job by not playing healer in ffxiv, a videogame?
How would you go about it?Healer jobs have issues. But this is not the way to go about it.
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
I see a lot advocating for a bigger dps toolkit but for me that doesnt solve the problem. Yes I DPS during downtime and have noticed it's so much easier to do that in dungeons so far in DT.
But i'd rather have skills that buff the players to do more damage, skills that weaken the enemy including savage and extreme, remove status ailments from players (status ailments seems to be something that mobs/bosses are pumping out less and less).
Trash mobs need to have more bite to them again little things solve this paralyze, slow, bio/poison.
If after all this is added then sure up the DPS but first give me a healer...
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
Agreed, it's why I advocate for both more DPS and more to heal. Heck, I'd love for CC to become a thing again and I hate that it's been sidelined in this game, although I'd like it to be a shared responsibility amongst the trinity rather than just a healer thing or just a tank thing.
Also I'd argue that buffs (especially damage buffs) are a form of damage kit anyway, they're something you have to upkeep for the sake of making the boss die faster, so having a healer that's much more buff focused would fall under that umbrella of more DPS in my eyes (and something AST kinda does already). Having all the healers shift to a buff focus is just another way to homogenize the kits and I don't think works well for a job like Sage whose marketing put it as the "I DPS to heal" healer. SGE should definitely have a more defined damage kit to fulfil that fantasy.
#FFXIVHEALERSTRIKE
Healers have been neglected for 3 expansions now and this needs to be rectified with the following:
- An engaging DPS kit beyond a nuke and DoT.
- Increased incoming damage so we have more to heal.
- Distinctive playstyles amongst the healers.
- Some nerfs to non-healer heals, we shouldn't be replaceable.
Used to also have to deal with poison, doom and paralyze quite regularly at one point. Hell give silence to enemies too after you've made them spicier and force us to bring echo drops.
You can but you'd have them do it a different way i.e a damage spell that leaves a debuff on the boss that heals the players think drain samba on 11. There you have a regen on sage that's dps based and a debuff. I do agree that buffing players is a damage buff too to healers and that should be our role inflicting damage indirectly.
Last edited by Masekase_Hurricane; 07-11-2024 at 01:13 PM.
I am sad my echo drops almost never get use. I carry around a stack of every curative pot available for me.
I always keep spare: antidote, spine drops, echo drops, golden needles (rip I never use these), and healing potions.
Also, I just found out about smelling salts so next time I pop into the game I will definitely craft a large stack of those.
I wish debuffs were curable again. It would certainly be more incentive to bring healers.
I love the men in this game
I finally return to the game! Current goal: getting all my jobs to 90
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