Sorry I know this is besides the point but do they really have to turn them all into light spells though...
I really miss not being just lights and transparent flowers
Sorry I know this is besides the point but do they really have to turn them all into light spells though...
I really miss not being just lights and transparent flowers
I mean, Roe did take that into account with her other WHM suggestion thread. I believe a 1 minute healing cooldown that resembles Assize gets used to change the Glare, Dia and Banish buttons for a more powerful elemental attack once each. I believe they are Earthquake, Tornado and Tidal Wave respectively for the same order.
This is absolutely damning really. How can this be considered successful game design? A game's development is supposed to make things better and more engaging, that's just an absolute lobotomy job.
No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)
(Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
Last edited by Striker44; 08-08-2024 at 10:40 AM.
thats all fine and well, and I agree. if I wanted to dps I would play a dps.No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)
(Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
so... if my two buttons are meant as "filler"..... why is my filler taking up 90% of my time playing?
#FFXIVHEALERSTRIKE
We went from no skill taking up more than 20% of our total actions to broil taking up over 70%No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
To me, you know what's absolutely damning? Telling healers they need to learn full DPS rotations to be successful. How can [i]that[i] be considered successful game design? There's already a role called DPS for people who want to focus on managing that. Healers focus on managing healing; their DPS is meant to be a simple filler. (It's also been that way throughout the entirety of the FF franchise, where healer roles - usually WHM - have at most 1 or 2 spells that actually do damage.)
(Of course, what's missing in the bottom part of the graphic is precisely the plethora of healing spells that are frequently used by typical players doing group content in typical groups. If the graphic didn't show only DPS spells, but showed all casts by a typical healer in typical group content, well...it would destroy the image here that intentionally misleads the viewer by omitting critical info.)
We didn’t substitute the DPS rotation for a plethora of healing skills, we heal less than we used to and our filler rotation is beige garbage. How long are people going to push this. Our button inputs aren’t even remotely balanced with the old design just because we got more oGCD heals because we never need to press this
And also if you don’t want to learn a rotation to play a healer why no leverage that same argument against tanks. Why am I not allowed to sit there and spam flash, my job is holding agro not doing damage
Tools that go completely wasted in most content. Even in savage. I don't need the kit I have.No, it's simply making a Healer primarily about healing (what a concept!). If I want the complicated DPS rotation shown in the upper half of that graphic, I'll...you know...play a DPS. Me personally? I don't want the top part of the graphic when I heal. I'd argue the real issue is a mix of not enough incoming damage and too much self-sustain on other classes making the healing itself less interesting.
Please apply this logic to tanks. They should focus on tanking. Remove their entire dps rotation for a filler and dot. Then give them 20 buttons of mitigation that do the same thing. Now don't actually change content to warrant needing those buttons.
Finally, make it so the healers and dps do all the mit for you.
would be consequent.
Healer needs to heal.
Damage Dealer needs to deal damage
and Tanks just needs to tank.
No need for all the attack buttons![]()
I want my dps filler to be filler, I want doing dps to be a reward for being good at healing, but in order for that to be a thing I have to do healing that isn't a complete waste of time and resources. I just did a run of the level 95 dungeon and the WAR did more healing than I did, it's actually at the point where I might pre-empt damage but after it goes out I look to the WAR to heal before I do, how can anyone think this is good design?
I would really love to be able to like this more than once.... stupid forumsI want my dps filler to be filler, I want doing dps to be a reward for being good at healing, but in order for that to be a thing I have to do healing that isn't a complete waste of time and resources. I just did a run of the level 95 dungeon and the WAR did more healing than I did, it's actually at the point where I might pre-empt damage but after it goes out I look to the WAR to heal before I do, how can anyone think this is good design?
#FFXIVHEALERSTRIKE
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