


I miss when tankswaps were done because "I'm out of CDs" and not "The boss has applied a vuln on me and I shall perish on the next hit".To be fair, they should. Why sit on your personals for solely shared or double busters if you could otherwise get more use out of them via more mitigation in total (between both tanks) against single-target direct (non-interceptible) damage?
(Inb4 anyone takes this out of context: No, the fact that tanks, too, often won't need full uses of their kits in 8-man does not excuse worse still for healers. Each makes the other worse, not better / more excusable.)




Swiftcast-Holy is very useful here. Will save more damage on those "I don't mit" tanks you get than a cure 2.I dont mind using Holy.. except... to be most useful, it needs to be in the center of the mobs and it centers on the cardboard kitten ... me. and if the tank isnt using mitigations.. then I am too busy keeping the tank alive to worry about stunning anything. because f the tank goes down, guess who is chewed on next... yours truly. and if the tank dies, then I die.. its going to be my fault for.. not healing the tank... *shrugs* its always a calculation of how fast I can get it off and keep the tank up in some situations
There is no contradiction here. A healer's DPS not being needed doesn't contradict with his comment on downtime and healers having time to dps.
I think the point is they want healer damage simple, because that way they can focus on health bars (heaven forbid they also have status effects more regularly too - maybe we will with the Esuna questline), mechanics, and not also be looking for RNG procs or complicated rotations a DPS has. This would probably result in too many average players just completely failing at their actual purpose - healing.
He didn't say they were only meant to heal. He said their DPS isn't needed. Those are two different statements. Also Healers still need to be able to solo quest, and it's something to cast during downtime. It's not that confusing.
Last edited by ZephyrMenodora; 07-20-2024 at 10:42 AM.

Might as well just say new players can are not competent enough to heal & dps at the same time. This is very insulting.Yoshi P. - That being said I don’t think we would do any sort of dramatic addition of offensive skills moving forward. By having these offensive abilities some players, like new healers, might feel pressured like “oh do I have to have good DPS while I’m healing?” or some players might be aggressive like “oh hey you have an offensive skill in your kit, why don’t you use it?” and I don’t think that’s optimal either.



Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.There is no contradiction here. A healer's DPS not being needed doesn't contradict with his comment on downtime and healers having time to dps.
I think the point is they want healer damage simple, because that way they can focus on health bars (heaven forbid they also have status effects more regularly too - maybe we will with the Esuna questline), mechanics, and not also be looking for RNG procs or complicated rotations a DPS has. This would probably result in too many average players just completely failing at their actual purpose - healing.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.




Essentially DPS rotations are not the point and focus of the healer job. It makes perfect sense.Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.



I mean, if you listen to the forums the average player is so dumb they’d drown in the middle of the desert. I don’t think heavily restricting the entire healer role based on this supposition is a very reasonable reaction lol.
And I mean it’s not like healers are suddenly paying complete attention to ‘healing’ anyway, most of them largely ignore it as much as possible and hyperfocus on spamming their one dps button, then wait like 80 seconds to Raise you when they’re at full MP lol (gotta get the extra deeps). Bad players will always be bad no matter how the game is designed
Tbh this makes sense to me. Healers aren’t (generally) required to engage with their damage, but how often do people actually play the way the devs expect them to? There’s always been pressure/expectations* from other players on healers to DPS in every expansion; their answer to this is to make healer kits as accessible as humanly possible so they can more easily meet the ‘player expectations’. Like, you can get away with not doing dps as a healer mechanically (again, in general content lol), , but people will make posts on the forums/reddit about how awful it was their healer didn’t do XYZ lol
Edit*: not saying these expectations were unreasonable or counter to game design just that they do/did exist and weren’t the same as the ‘devs expectations’
Last edited by Connor; 07-20-2024 at 11:01 AM.



You don't actually need to be all that close. One of the quirks of Holy compared to other AOEs on Healers is that it's 8y radius instead of the usual 5y. It doesn't sound like a lot, 'oh wow a whole 3y' I know, but it allows you to be a lot further out of harm's way (or more accurately, gives you more leniency in where you can stand to dodge the Orange AOEs and still be in range to Holyspam)




He already answered this. You may not like the answer, but it's an answer. And it makes sense.Not to be rude, but if someone is playing a healer and gets distracted from healing and someone dies, that is a pure, unfiltered skill issue on the part of the player. It's not something a developer needs to design around, they don't design DPS around a player's total failure to do damage, after all.
The point I'm making is that Yoshi P himself claims that doing damage is entirely optional and not required at all (this isn't true in all cases, but let's take what he says as fact). So if healers are not required to engage with the damage kit, then why does it need to be made easy to engage with? It doesn't make a lot of sense.



See, you're just proving my point.
Damage isn't the focus, it's not your main priority, it's optional.
So something completely optional needed to be simplified because......?
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