
I have been saying this for years, but they wont do it because some lvl 100 noob will find it to difficult to actually heal an encounter.Most of these issues have nothing to do with healing and everything with the core principals around fight design. Savage is just a dance you memorize with maybe 1 or 2 ORDER random mechanics. Rotations are stale and don't change throughout the 5-15 minute fights.
This game needs procs.
This game needs heals to be impactful.
This game needs more consistent and random damage.
This game needs tanks to not be able to self sustain heal so easily (looking at you warrior)




#FFXIVHEALERSTRIKE



Considering they remove devs from (healer) job testing for being literally ‘too good at healing’, is it really so surprising they’re catering to the very bottom 1% of players lol.
I mean it’s sort of like a reverse elitism lol
I wonder what passes as "too good" for them... Probably beating Hall of the Novice.
Maybe they noticed Freecure is a scam and started using cure 2 instead. Perhaps, worse, they decided to use they free GCDs to cast Stone...
Edit: In the unlikely case someone on or related to the dev team does read this, I apologise for the tone and implication but I was tired and fed up when I typed it and it does feel that way sometimes.
Last edited by Alice_Rivers; 08-04-2024 at 11:26 AM.
over 800 pages and SE still won't talk about this.
Edit: OMG my 123th post!
I'd go along with that - 'Healers are working as intended'.




There is only two reasons why something is done in XIV as far as the battle content is concerned. It's either make it easier for casuals because they're the silent majority or make it easier for parsers since they're the loud minority. We can see that in everything from roles getting more and more heals, to removal if positionals to bigger boss sizes and samey roles. But I'm getting off topic.If you mean this in any way similar to what we had before, then you'll have "solved" the lack of things to do for about the first 10 GCDs only and have cost us each 4 buttons to do so...
And if not, you're going to need an actual description.
Enmity "management" wasn't removed merely over "muh numbers". It was removed because it's a permanent and inflexible table that therefore has little to no optimization available to it beyond not overEnting, much like GCD healing.
I've been playing since before ARR. I remember a time where you'd DPS too much and got aggro or a tank was a bit too greedy and lost it. That it might be easy to salvage isn't the issue but the fact it cannot happen under the current system. Most encounters are too static and nothing out of the ordinary ever happens. It's just boring. Personally, I miss actually having to keep aggro in mind (like looking at the differently coloured shapes next to the enemy list) or someone getting a slap to the face from the mob so I get to actually pay attention as a healer.
Either way, it would make for a vastly more interesting gameplay experience than switching your tank stance on and now all we do is press AoE#1 + AoE#2.
But I doubt it'll ever happen because "muh numbers".
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