



But that’s my entire point, your comment basically sums up why you believe that healer was more intimidating so less people played it, but the surveys show healers are rarer now than they used to beApples 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".
Dumbing the healers down didn’t help them, it just drove people away
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


Imagine a lack of a failstate breeding a sense of entitlement amongst tanks.




I'd double down on my stance:
Give Tanks a hardcast raise (like healers have, no swiftcast)
THEN, give ALL remaining DPS a hardcast raise, but make it melee range. (Call it First Aid or something, make it a long recast time if need be)
Items are fine, but having it as an ability means it won't be a point of contention later (people mad you forgot one) and I personally just don't want to dedicate a slot of my bag to a niche item.
I would add though, if they added raise for all, that phoenix down should be instant-cast, and usable in combat as a kind of pinch-save move.
You don't fix an issue by adding more features to the job that already has more that that it should - and even DPS to some extent. The reason that some people won't include DPS now is probably because the DPS don't yet know the mechanics and/or they aren't yet geared and/or those that have mitigation aren't using it .
Sure, phoenix downs could be allowed in combat- maybe with 1 use every half hour or hour. However, healers could also get their own tools like a self-raise- which I have used in other MMOs- as well as having their skills and possibly armour revised - at least in other games where I had healers, I had higher HP, magic and physical defense than my casters. In at least one game, I had personal shields on long CDs (like a tank, but not as strong) in addition to my group shields.

Give healers more sustain and ability to tank. Give tanks more healing and rez capabilites and much less mitigation and sustain as they are less vulnerable to die.



Giving tanks and more jobs a raise would make healers completely irrelevant and possibly even undesirable. Personally, it would make me to never want to queue as healer again. No, it’s the tank survivability and self sustainability that’s broken. It’s not normal for tanks to be able to clear current group content without a party. It should not be possible.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)
There is a serious balance problem and the solution isn’t to give a rez to tanks nor it is to buff healer defenses as suggested by someone. It’s ok to wipe when several people are not yet familiar with the content. Making things easier and people practically invulnerable isn’t the way.
Last edited by Toutatis; 08-06-2024 at 02:25 AM.
The fact a tank can survive a fight meant for 8 people at all is telling how overtuned they are, and I don't want to hear anything about "it's casual content so it doesn't matter."Maybe be more considerate?
Holding a party hostage because tank can sustain itself (especially WAR) throughout the entire run is considered griefing and against ToS. It's not rocket science.
People die and wipe because mistakes happen, even more so because people panic easily.
Time is currency. Just because you can sustain yourself as WAR or PLD for 30 minutes, doesn't mean everyone can waste their time like you do. People have things to do outside the game, and that time is limited. If you can waste your time, good on you, but majority of people cannot.
The biggest problem that is the dungeons can't be tuned correctly with how the game is right now, so anyone that isn't a tank suffers for it. What I mean by this is that, because of tanks current self-sustain and hp pool(imo), mechanics have to be tuned in such a way that actually hurts the tank. The problem becomes, if you aren't a tank with all the self-sustains in the world, it becomes a problem for your HP. A raid wide? Ya sorry we needed to tune that to be able to hit everyone enough so while it does 65% of your HP bar damage to you which you have to spend most of your won resources to heal or the healer does their thing, it only does 40% to tank which can quickly gain back from the use of one ability (dirty example but ya).
Personally, I really find this to be the issue. It's a weird trinity anymore. Instead of the Tanks needing healers to stay up to pull aggro from the party, its actually the DPS that needs the healers to stay alive. So the question becomes then, "is it better to run 3 dps and speed up killing the packs before the tanks mit's run out, or is it better to run with a healer to have less damage but help keep people alive".
Now in the example by the OP, I really think it is cringe for the tanks to keep up with the trial after a party wipe at 50% no matter the circumstance. 20%, ya I can see peoples points a bit, but 50%? I just find that to be a waste of time and its really not impressive in the least bit. Like, congratulation, you got abilities that make you take less damage and can heal yourself, good for you~ I agree with other poster's here that there should be a soft enrage or rule into the game added that if X percentage of the party is down, the boss gets a major buff.
It's like people aren't allowed to fail anymore to learn :/ such a weird world.
Making an active, genuine effort to kill the boss is not "griefing". The ToS specifically prohibits "offensive expressions" which includes "Expressions that compel a playing style".Maybe be more considerate?
Holding a party hostage because tank can sustain itself (especially WAR) throughout the entire run is considered griefing and against ToS. It's not rocket science.
People die and wipe because mistakes happen, even more so because people panic easily.
Time is currency. Just because you can sustain yourself as WAR or PLD for 30 minutes, doesn't mean everyone can waste their time like you do. People have things to do outside the game, and that time is limited. If you can waste your time, good on you, but majority of people cannot.
I am sorry that you failed to prepare adequate time to complete a duty; however, it's not my problem, so please stop dying. If I as a tank were to deliberately die, the run would take even longer because people would just die again and again. Sit back and enjoy the carry.

They should add enrages to trials if only one tank is left standing or similar conditions for extended amounts of time.
Although tanks shouldn't be able to survive solo indefinitely in the first place, seems like tanks are just broken design-wise.
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