More Jobs should be able to Raise. Give melee and phys range a raise as a role action, instant cast with a 2min CD.
But at the same time, punish people if they need an excessive amount of raises with an enrage timer.
More Jobs should be able to Raise. Give melee and phys range a raise as a role action, instant cast with a 2min CD.
But at the same time, punish people if they need an excessive amount of raises with an enrage timer.







It's a multi-facet problem, and nerfing sustain is just one part.
If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.
So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe (or the tank to solo everything). An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
Last edited by kaynide; 08-06-2024 at 12:26 AM.




Dumbing down the the healers has not fixed their play rate so I’m not sure why doing the reverse will make their play rate worseIt's a multi-facet problem, and nerfing sustain is just one part.
If tanks loose sustain, healer gets more pressure, so less people will play healer (which is why tank is so braindead now).
So, in addition to that, they really just need to allow healers to be able to die without causing a party wipe. An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
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





No, that's not how it gets fixed. That would literally just make things worse.It's a multi-facet problem, and nerfing sustain is just one part.
If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.
So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe. An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
It's OK to fail. Failing is how you learn. Having no ability to fail is terrible.
Last edited by Valkyrie_Lenneth; 08-06-2024 at 12:29 AM.




Maybe tanks shouldn’t be able to solo boss fights? Just a thought.



If tanks have immense self-healing, sustain, mitigation, and can rez in combat, why would anyone play healer in content?It's a multi-facet problem, and nerfing sustain is just one part.
If tanks loose sustain, healer gets more pressure, so less people will play healer, which will cause roulette delays. The devs are well aware and that's why job design is as it is. The #1 priority is to give new players as short a wait as possible for any particular duty.
So, in addition adjusting mitigation/sustain, they really just need to allow healers to be able to die without causing a party wipe (or the tank to solo everything). An answer for that is giving everyone raise, albeit raise with restrictions (like a long cast, melee range or long cooldown)
You would see 3 dps 1 tank runs way more than before in dungeons and potentially way more no healer runs of content like extreme and savage. They do more DPS and being able to rez in addition to heal like PLD and WAR would be able to, would let them power through mechanics unless they put in much more taxing heal checks to break that strat.
that's also not touching the cheese opportunities for stuff like invulning a huge hit meant to wipe the party, then rezzing a healer for an LB3 to cheese Savage/Ultimate fights.
Last edited by VerdeLuck; 08-06-2024 at 12:35 AM.


Apples and oranges there; A job being dumb/easy to play is not the main point. Right now, healers will complain about wanting more DPS options, which means they don't need to focus on their primary role (Healing) because it's easy to keep the party alive, especially with a tank that doesn't really take a lot of damage outside of specific things.
If a healer was actually stressing to keep the party up (like oldschool 2.0/3.0 job design), less people will play the job casually, meaning less in the pool for roulettes etc.
In 2.0 your main magic casts were Cure 1/2 with free Cure-2's being a way to keep MP. You would use the free-be instant stuff being more for emergencies or weave with Lucid Dreaming to keep MP reserves up. Couple that with stoneskin management, and it was easy to run out of MP if you just spammed Regen/Cure 2/Medica 2. This was also a time when you would actually sleep was actually a thing if MP ran out.
Because of that complexity, healer was pretty fun, but it was also very intimidating. It was almost ALWAYS adventurer in need. Now it leans much more towards Tank (compared to 2-3.0 anyway). And you'd never see DPS in need, but now it's regular on pretty much any 8-man content (anything from Trials down on the Duty Finder). At least on my server block.
That's part of why Tank has been buffed so much, and healer given so many free cast/instant spell: to make sure people are playing the roles that are mostly in need.
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Now to answer your actual quote, I don't honestly know if that would even be the case really, but based on my past experience I would bet healer numbers would go down because generally players are lazy/want to play the game "easily".
Last edited by kaynide; 08-06-2024 at 12:46 AM.
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