Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong
Pretty sure some healers can do more damage depending on the gear they have on but just in case please correct me if I'm wrong




Doing more damage by nature of having more gear is a pretty pointless comparison especially if you consider in statics healers are last in gear priority
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



Gear shouldn't even factor into discussion of inter-job balance.
An i730 MCH can easily outdamage an i710 SAM, that doesn't make the damage gap between them any smaller.
Same case that a WHM with an i735 weapon outdamaging a WAR with an i710 weapon doesn't mean anything because the WAR will handily outdamage that WHM every single time when they both hit the maximum item level.
I actually think even then, a tank with an ilvl with 710 will still out damage a healer with an ilvl of 735 due to diminishing returns in stats which I think speaks even more wonders. It's the multipliers on the skills and the lot of them that make up the difference. Tanks do: healing, damage, and tanking, they supersede the trinity...which is horrible design imo. All sustain from nonsustains should be removed and tank sustain nerfed (or removed depending on what it is)...if Square gave nonsustains sustain because it lessens pressure on newer healers, that wasn't a good solution; a good solution would be either teaching the new healers to get better and/or making the kit actually synergize better with itself (that doesn't mean add healing bloat though, in fact the opposite is better in reducing it. This would make people that are new to the role understand what button is meant for what and why; the way we have it now, the heal buttons are overloaded...resulting in newer players asking "What do I press?" [When a lot of those buttons just do the same thing in terms of healing]...or even worse them being overwhelmed by the amount of buttons and therefore not pressing anything or timing anything correctly.).Gear shouldn't even factor into discussion of inter-job balance.
An i730 MCH can easily outdamage an i710 SAM, that doesn't make the damage gap between them any smaller.
Same case that a WHM with an i735 weapon outdamaging a WAR with an i710 weapon doesn't mean anything because the WAR will handily outdamage that WHM every single time when they both hit the maximum item level.
Last edited by Katish; 09-02-2024 at 05:47 AM.


Yeah that's a good point. The modern high-level heal kit is a slew of buttons nobody ought to need. It's okay to have some extra healing buttons, but if they're not interesting for mechanical reasons, or if they're just duplications of already existing ideas, then they really ought to exist only to cover a few bases like GCD single, oGCD group emergency, that kind of stuff. Rather make the existing abilities stronger and more usable to make healers fly with a reduced set of say, 4 core heals 1-2 emergency heals and 2-3 flavour heals.a good solution would be either teaching the new healers to get better and/or making the kit actually synergize better with itself (that doesn't mean add healing bloat though, in fact the opposite is better in reducing it. This would make people that are new to the role understand what button is meant for what and why; the way we have it now, the heal buttons are overloaded...resulting in newer players asking "What do I press?" [When a lot of those buttons just do the same thing in terms of healing]...or even worse them being overwhelmed by the amount of buttons and therefore not pressing anything or timing anything correctly.).
Then add a bit more damage flavor to each of the jobs, ideally with a low focus on GCDs (as those ought to be kept open for healing, in particular for newer healers), then massively increase the amount of damage to be healed, but maybe reduce the immediacy of it. That is, you need to heal 3x-4x the amount of damage, but you got 2x++ the amount of time, too. Take your time, just make sure you do heal everything, the next round of damage is coming.
I do wonder if that's such a good idea, static regen counts for a lot of healing potential and I think going too long between damage bursts is just going to shift the paradigm from the kind of massive healing capacity that healers can bring to bear to just maintaining regens instead. I would prefer, and feel more engaged, if the system encouraged me to think about which heals I apply to deal with a given situation. That might also call for an adjustment to how various heals work but if the game plays to that then I'm okay with it.
If the tank is horribly undergeared compared to the healer sure... But that's like noting that people in Savage gear do more damage than people with the ilvl 700 tomestone gear.
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