

I've seen a lot more bad healers lately than tanks and DPS by a long shot.I mean, I am still healing and I see people dying to mechanics all the time that are DPS. I had a run last night where I had to rez the two dps about 15 times. It was a lot. Tank and I were the only one who didn't die.
Does that make them glue sniffers who are just playing DPS to strike, or...are there just bad (or learning) players of all types and it's the healers and DPS who get 2 shot now?
Also a lot more instances of tanks holding up the party to try and solo a boss.

DT dungeons, mostly the level 100 MSQ one (or one of the trials) are looking for where the safe ground will be, combine it with another attack, solve timing, and position. All of that while looking at the party list and also not always seeing the boss castbar. If I'm not top or close as a healer I can get one-shotted. When I'm a tank then whatever. If a healer wipes and there is no rez for him then it's pretty much a wipe unless the boss is low and it's not fun to wipe the party just because of such a mechanic. I just refuse to play such game.


The problem is, while new players might join the role due to these changes, veteran players leave due to those same changes. So, all you're doing is trading player for player, and the net result is that the playerbase of the role doesn't shift as much as predicted, while also suffering from a 'brain drain' as the players who are skilled at the role give up on it. Effectively, they're sacrificing quality for quantity, and not even getting the quantity they wanted to get. Making it a bad deal for them and for the players because eventually, those 'new players' will become veterans too, and then they'll be in the same position us current veterans are. Then does the cycle repeat? Simplifying the gameplay even more, to appeal to yet another lower rung of the ladder? Eventually SE will run out of ladder to pull from.
More sensible would be to design the healers to have depth to strive for, and to give the 'struggling' players aid via the design of the job, so that they can more easily output a larger amount of the job's potential.
An anecdote would be, if I can swim well, and someone else cannot, is it fair to remake the swimming pool to be more shallow so that the weaker swimmer can feel more 'safe' (but limiting my swimming ability because I'm tall), or is it more sensible to give the weaker swimmer some sort of swimming aid (eg armbands, pool noodles etc) so that they can swim in the pool together with everyone else, without their skill being an impact on everyone who's confident in their swimming ability? Because when I was younger, I was the latter person, I couldn't swim well. And the instructors kept me, and some 5 other pupils (when we were like 7) in the kiddie pool. I felt awful, that they were being kept from having fun learning in the 'adult size pool', because I couldn't learn. I even asked them to let my classmates progress, and leave me alone to my failure, but the instructors couldn't even let me have that. And the worst part was, because I was so tall for my age, I wasn't able to learn in that kid's pool, because it wasn't big enough to support someone of my height. The instructors thought they were keeping me safe. Little did they know, they caused me to never learn how to swim. I ended up teaching myself in high school (age 13ish), in a proper size pool where I could freely move my legs.
So, I resent the idea that SE should decide to hold a job's design potential back (eg healers having any variety in damage actions removed in SHB), because someone else might be 'less skilled'. I've been that 'less skilled' person.


The problem is that healers are always the easy out for bad players so they get targeted. A tank being bad at managing their defensives and dies, healers fault, DPS walks into an attack and dies, healers fault. Healer dies after getting overwhelmed due to everyone's mistakes, healers fault.Hmm..
I'm not saying that I'm disagreeing with you.
But seeing how Yoshi during the Pre-EW interview when he talked a little about Healers and he said that they didn't want to give them more DPS skills as it could make it more stressful for newer healers, this story only makes it feel like Yoshi would double down on it.
As in your story, those who don't often play healers, or healers in learning, Idunno, are portrayed as they're lacking in performance.
So Yoshi would probably just try and make them even easier to play so people who do have "difficulties" can still perform at an optimal level.
And/or even boost Tanks self sustains even further as some healers might be lacking. So to take off some of that burden from the healers the tanks can survive even better on their own.
You will NEVER erase this. Healer blame still exists even in the current brainless troglodyte healer design. It will always have this stressful aspect.
Japanese developers need to learn this isn't a design problem it's a player problem. Some people in this game are still scared tanking in dungeons despite how brainless paladin and warrior tanking is. Making healers incredibly boring terribly designed healer bots for a game designed around damage healers at its core will never work. I don't care what JP thinks, I don't care what casual healers think, everything I have said is a fact.
The thing about the healer strike that confuses me, didn't healers have more DPS buttons to press back in the day like sch or had more things to engage with such as cleric stance and astro cards? Wasn't healing not as easy for the masses due to cleric stance, and tanks using dps accessories and tanking in dps stance so aggro was more of a group effort.
Overall the game had more engagement back in the day but didn't people complain? Healers complained how annoying it was to heal tanks in dps stance, astro complained how the card system was not engaging because it was just fishing for balance and the RNG did not feel good. Community complained sch would have have the fairy heal and end up letting people die? How cleric stance was unfun and clunky leading to unnecessary deaths cause it was just annoying to manage.
SE listened, and now people are upset SE is not listening? They gave the masses what they want a more streamlined experience.
Edit: I am not saying how the DEVS handled stuff in the past was perfect but they did try, and the community asked for the removal of stuff not the adjustment. Yet now they are upset when the stuff is gone? People even stated that we should be careful what we ask of the DEV's because often times things do not get replaced when they are removed.
Last edited by Bobby66; 07-14-2024 at 07:17 AM.




Or maybe it's more obvious because most of the time you get DPS that can't Rez, especially with Picto and Viper being so popular right now? My last 3 days of tanks in a row on Expert didn't mitigate and I had to cure 2 spam to keep them alive when EVERYTHING was down on W2W. Probably not noticable to anyone but me.
Honestly seeing sub-par players of all roles, because:
1. The expansion is new, and most people in the expert dungeons have only run them 0 to 3 times each.
2. Lots of people take long breaks before expansions as they get bored, and may be rusty in general.
Last edited by ZephyrMenodora; 07-14-2024 at 07:22 AM.
Yeah not everyone who complains is correct. Just like how not everyone who complains is incorrect.The thing about the healer strike that confuses me, didn't healers have more DPS buttons to press back in the day like sch or had more things to engage with such as cleric stance and astro cards? Wasn't healing not as easy for the masses due to cleric stance, and tanks using dps accessories and tanking in dps stance so aggro was more of a group effort.
Overall the game had more engagement back in the day but didn't people complain? Healers complained how annoying it was to heal tanks in dps stance, astro complained how the card system was not engaging because it was just fishing for balance and the RNG did not feel good. Community complained sch would have have the fairy heal and end up letting people die? How cleric stance was unfun and clunky leading to unnecessary deaths cause it was just annoying to manage.
SE listened, and now people are upset SE is not listening? They gave the masses what they want a more streamlined experience.
Edit: I am not saying how the DEVS handled stuff in the past was perfect but they did try, and the community asked for the removal of stuff not the adjustment. Yet now they are upset when the stuff is gone? People even stated that we should be careful what we ask of the DEV's because often times things do not get replaced when they are removed.
The devs have failed to find a balance in hearing complaints between ignoring, or pandering. Both results have laziness and incompetence in common.



This is exactly what happened. This is why the devs should not listen to the forums for feedback because the players who make these complaints are the overwhelming minority, notwithstanding they also have terrible ideas and only act in the present. Yoshi even alluded to this a few times in live letters that the players are insatiable in demands and constantly switch up on the devs. Just like how in EW pre DT, several people on the forums were saying how much they wanted to take a backseat and not be the "savior" after the Hydaelyn-Zodiark arc and were looking forward to just enjoying the scenery and taking a back seat...The thing about the healer strike that confuses me, didn't healers have more DPS buttons to press back in the day like sch or had more things to engage with such as cleric stance and astro cards? Wasn't healing not as easy for the masses due to cleric stance, and tanks using dps accessories and tanking in dps stance so aggro was more of a group effort.
Overall the game had more engagement back in the day but didn't people complain? Healers complained how annoying it was to heal tanks in dps stance, astro complained how the card system was not engaging because it was just fishing for balance and the RNG did not feel good. Community complained sch would have have the fairy heal and end up letting people die? How cleric stance was unfun and clunky leading to unnecessary deaths cause it was just annoying to manage.
SE listened, and now people are upset SE is not listening? They gave the masses what they want a more streamlined experience.
Low and behold, devs give them exactly that and people complain lmao.
The XIV forums are a never ending cycle of memes.


I'm not agreeing with how things has been handled so far.
I too think that things are way off from optimal performances.
And sadly I got no real other comments at this time regarding it.
I was simply expressing that his story about the "glue-sniffers" healers might've not been looked upon by SE as a "oh, all the good players have left healing, we must do something to bring them back" and instead more of a "oh, the general performance of healers have dropped, what can we do to make it easier for them", considering Yoshi's earlier statements regarding how they vision the healer jobs.
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