No. Make healing more fun instead. Thanks.

No. Make healing more fun instead. Thanks.
*Job effectiveness will vary depending on player skill




Bobby made this thread based on a suggestion I made in the other thread
I suggested this as a bandaid fix to the problem of healerless clears being a damage gain because tanks do so much more damage than healers. Making healing “fun” would only solve this issue if “making healing fun” involved making it so under absolutely no circumstances can the tanks actually replace the healers healing
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


This would work, in so far that current content always requires tanks due to the outgoing damage onto whoever is tanking being balanced against tank-only defenses.Bobby made this thread based on a suggestion I made in the other thread
I suggested this as a bandaid fix to the problem of healerless clears being a damage gain because tanks do so much more damage than healers. Making healing “fun” would only solve this issue if “making healing fun” involved making it so under absolutely no circumstances can the tanks actually replace the healers healing
Likewise, the HP of current content is balanced against the damage output of damage dealing jobs.
However, unlike the above two, the healing requirements of current content are not balanced for the extremely high possible healing output of the healing jobs (if they were to actually spend time on it) and instead balanced to be covered by groups with 0 healers, using DPS and in particular tanks to cover this, due to two of them having very high healing output.
That is indeed a problem, and you're right in that swapping the damage would be an interesting bandaid fix. This would mean Tank+Damage compositions would lack the damage to kill the boss once they have enough tanks to heal the group. While a healer would provide both of those, and hence it'd be more optimal to bring one than not, while DPS and Tanks are still required anyways due to the rest of the fight balance.
It makes sense thematically. Tanks and DPS are fine in solo content because of their sustain and damage respectively, while healers are worse in both categories. It's also a step in the right direction for what healers want.
You could leave tank damage where it is so they're not shafted and put healers around 30% above them toward DPS levels, but asking them to rebalance the entire game around that is futile when they won't even rebalance old duties to match the current meta.
"Why not both?"
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