Sure, it could trivialize old content, but it's a problem created by the devs not doing their job as they've adjusted fights to the current non-existent balance. If they had created some form of balance between the different roles, then it wouldn't be an issue.Giving healers the same damage as tanks on top of readjusting healing requirements sounds like a nightmare to balance. Would also further trivialize older content which is already a concern for some.
What really needs to happen is Tanks first need to have their sustain nerfed by a large degree. Either by directly impacting their cooldowns or having the boss just do more damage like with auto attacks.


That results in the same level of balancing nightmare because now they have to account for less healer damage in encounters if they increase healing requirements. As for the impact in older content, I say that it's too far gone to be saved at this point. Look at how they never considered that buffing the Lily system skyrocketed WHM's damage in TEA, when they changed lilies to 20s instead of 30s and made Misery DPS neutral. Same with MNK and Masterful Blitz. These were substantial changes to how these jobs performed but content was never adjusted to account for them. The old content can't be saved. Newer ones can.Giving healers the same damage as tanks on top of readjusting healing requirements sounds like a nightmare to balance. Would also further trivialize older content which is already a concern for some.
What really needs to happen is Tanks first need to have their sustain nerfed by a large degree. Either by directly impacting their cooldowns or having the boss just do more damage like with auto attacks.
Your examples do not impact the entire role. If they equalized both tank and healer damage that would be a huge increase in damage across the board. Sure you cannot 100% save older content but making it far more trivial is not the answer either.That results in the same level of balancing nightmare because now they have to account for less healer damage in encounters if they increase healing requirements. As for the impact in older content, I say that it's too far gone to be saved at this point. Look at how they never considered that buffing the Lily system skyrocketed WHM's damage in TEA, when they changed lilies to 20s instead of 30s and made Misery DPS neutral. Same with MNK and Masterful Blitz. These were substantial changes to how these jobs performed but content was never adjusted to account for them. The old content can't be saved. Newer ones can.
I still stand by equailzing the damage is not the answer. Would rather they swap the damage percentages so tanks do what healers do now and healers do what tanks do now.
But increasing the damage of healers without increasing the healing requirements will not change much if anything.
You do know that if the item lvl you have is 100 higher then the synced ilvl you get more stats when you take old bis for these fights ? Older content in general is trivialised if the over 80 deaths ucob is clear is a indicator.That results in the same level of balancing nightmare because now they have to account for less healer damage in encounters if they increase healing requirements. As for the impact in older content, I say that it's too far gone to be saved at this point. Look at how they never considered that buffing the Lily system skyrocketed WHM's damage in TEA, when they changed lilies to 20s instead of 30s and made Misery DPS neutral. Same with MNK and Masterful Blitz. These were substantial changes to how these jobs performed but content was never adjusted to account for them. The old content can't be saved. Newer ones can.





This. I started healing in Heavensward and remember having to hardcast heals in casual content to keep people alive. Dps'ing required turning Cleric Stance on and off and I did that too. We didn't have 20 instant healing abilities and yet many noobs like myself picked up a healing job and learned it, making the role more popular back then than it is now. I liked it a lot.What is keeping me on the sidelines, besides my toddler, is that I want to heal, not dps. I dps because I have no healing to do, this is what they need to address. We don’t want fancy new dps rotations, we want to heal, simple as that.
If healers are struggling in raids at level 100, then that’s on them, it’s ok for healing raids to be a bit harder, so hard that healers or raids wouldn’t dare use healer dps.
I want my one job back, healing!
The current design is unfun for someone who wants to spend the majority of the time casting heals, not throwing random instant crap at the party between dps'ing. There is nothing to cast except dps but most dps spells were removed too. It's so stupid.
And the idea that healers in Dawntrail are failing to heal sometimes because it's "too hard" is a lie. These are players who have been conditioned to spend the majority of their casts on dps for the past 5 years and are accustomed to not having to heal anything and being carried through content by tanks even if they die. What do people think that does to player skill? When you lower the bar on the floor, there will always be some who dig a hole to pass underneath it. Years ago the playerbase managed to clear things just fine even if they had to cast some heals and think about their MP. They can do it again. The devs need to make this role engaging again, and that will cultivate healers who pay attention to their primary role because it's engaging.
It doesn't have to be entirely just buffs to Healers, they can also bring down Tank DPS and have the two meet halfway, but that's even more work.Your examples do not impact the entire role. If they equalized both tank and healer damage that would be a huge increase in damage across the board. Sure you cannot 100% save older content but making it far more trivial is not the answer either.
I still stand by equailzing the damage is not the answer. Would rather they swap the damage percentages so tanks do what healers do now and healers do what tanks do now.
But increasing the damage of healers without increasing the healing requirements will not change much if anything.
But "Having jobs be balanced would break the difficulty" is not really a good argument.
So they could just take the loss, drop the difficulty in older and at the moment current content, in order to make future content with properly designed balance between the roles instead of the absolute randomness we have now where some roles are just worse because fuck the players who want to play these roles.


My point was that SE doesn't give a damn about older content being trivialized. Between potency adjustments, poor ilvl synch, retroactively adding in new skills and systems, etc. the only way to save it at all would be an entire rework of the game from the ground up at this point, which isn't going to happen. Would it be nice if they did? Sure, but I'm not going to hold my breath on it either.



It's so gratifying to see all the trolls who popped in to thank us strikers for their healer insta-ques followed through. /sarcasm
Even though they may not have posted this thread nor joined our Discord, I wish to thank all the players no longer playing their healers for their support of #FFXIVHEALERSTRIKE in spirit. May the green river flow all expansion!


Well hopefully not all expansion. They could implement a few simple damage rotation changes in 7.1 that make healers a lot more fun to play. It wouldn't even take that much.It's so gratifying to see all the trolls who popped in to thank us strikers for their healer insta-ques followed through. /sarcasm
Even though they may not have posted this thread nor joined our Discord, I wish to thank all the players no longer playing their healers for their support of #FFXIVHEALERSTRIKE in spirit. May the green river flow all expansion!
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