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  1. #1
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100

    How to fix the healer problem.

    I said this time and time again. So I am making a post about it. Increase tank health, reduce mits and sustain, make mob damage high and sustained with some burst while keeping it at a level that won't strain healers but keep them engaged. Boom problem solved.

    Putting this here then not gonna bother replying because a bunch of tanks will start crying at these suggestions.
    (3)
    #FFXIVHEALERSTRIKE

  2. #2
    Player
    sindriiisgaming's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    1,430
    Character
    Sugar And'spice
    World
    Twintania
    Main Class
    Reaper Lv 100
    play the jobs you enjoy, dont play the ones you dont enjoy, if you are not happy with a lack of healers, be the healer. do not ask others to play a job for you and do not sneer at others who still enjoy the job.
    (7)
    Quote Originally Posted by sindriiisgaming View Post
    your titanmen, hes titanmen IM TITANMEN are there anymore titanmens i should know about?

  3. #3
    Player
    BunnyQueen's Avatar
    Join Date
    May 2022
    Posts
    205
    Character
    Flora Kosaki
    World
    Golem
    Main Class
    Warrior Lv 100
    Quote Originally Posted by sindriiisgaming View Post
    play the jobs you enjoy, dont play the ones you dont enjoy, if you are not happy with a lack of healers, be the healer. do not ask others to play a job for you and do not sneer at others who still enjoy the job.
    The ones who enjoy it? You mean the tiny as fuck amount of healers that are left? ROFLMAO! Also it is spelled Don't. I enjoy healing which is why I mostly play other games. I only play this poorly balanced game for my wife. Started as a healer, ended up going warrior. Don't make excuses for poor balancing.

    The most fun I had in this game was when I got to heal. Pre-Stormblood MSQ. That died the more I got into Stormblood. Bad Balancing is bad.
    (9)
    Last edited by BunnyQueen; 09-09-2024 at 02:36 AM.
    #FFXIVHEALERSTRIKE

  4. #4
    Player
    Jojoya's Avatar
    Join Date
    Feb 2018
    Posts
    9,088
    Character
    Jojoya Joya
    World
    Coeurl
    Main Class
    Bard Lv 100
    While tank design is a large part of the problem, I don't agree that they need their HP increased or self mitigation reduced. It's the healing that needs to be removed from their job design. Their current mitigation alone wouldn't save them except in short fights. HP attrition would lead to their death after a couple of minutes. Currently they can survive near indefinitely without a healer because of the generous amount of self-healing they can do.

    It's the self healing that needs to go. That at least would give healers more healing to do since SE seems to be too scared to increase party-wide damage.

    Take the extra step to add in more party wide damage as well and healers would be that much happier. As you say it doesn't need to be a huge amount that would make healers feel pressured but there needs to be more for healers to heal than the current DPS mistakes and infrequent party wide tickles. Making the damage received from mechanics more impactful would also force DPS to take the mechanics more seriously instead of just standing in them because "healer's got me covered once I hit 4 vuln stacks".

    Quote Originally Posted by sindriiisgaming View Post
    play the jobs you enjoy, dont play the ones you dont enjoy, if you are not happy with a lack of healers, be the healer. do not ask others to play a job for you and do not sneer at others who still enjoy the job.
    I enjoy healing so I play healer.

    That doesn't mean I don't feel there are some pretty obvious problems with how healers fit into the game's battle design and wish SE would address them.

    I may not agree with most of what the OP has suggested as being the solution but I'm not going to make snarky assumptions about them like you did.
    (11)

  5. #5
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Things are not that complicated.. Healers issue is Homonization and current tanks design
    (3)

  6. #6
    Player
    Sensui's Avatar
    Join Date
    Oct 2013
    Posts
    230
    Character
    Angra Mainyu
    World
    Midgardsormr
    Main Class
    Gladiator Lv 100
    Other games barely use healers. Ever play ESO? Try doing anything as a healer outside of the highest tier stuff. I could duo veteran content and some cases the hard mode version. If it bothers you that much don't be a healer or don't play the game...
    (1)

  7. #7
    Player
    RinaB's Avatar
    Join Date
    Dec 2019
    Posts
    383
    Character
    Lily Jun
    World
    Seraph
    Main Class
    Dark Knight Lv 100
    Bunny queen is just as pissed as I am. We pay a sub for this shit and deserve quality control. Worste case the devs make healers into black mages, who cares,? We need functionality not this class identity bullshit. Identity doesn't mean I can clear content comfortably.
    (0)

  8. #8
    Player
    Ayan_Calvesse's Avatar
    Join Date
    Dec 2021
    Posts
    489
    Character
    Ayan Calvesse
    World
    Coeurl
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Jojoya View Post
    While tank design is a large part of the problem, I don't agree that they need their HP increased or self mitigation reduced. It's the healing that needs to be removed from their job design. Their current mitigation alone wouldn't save them except in short fights. HP attrition would lead to their death after a couple of minutes. Currently they can survive near indefinitely without a healer because of the generous amount of self-healing they can do.

    It's the self healing that needs to go. That at least would give healers more healing to do since SE seems to be too scared to increase party-wide damage.

    Take the extra step to add in more party wide damage as well and healers would be that much happier. As you say it doesn't need to be a huge amount that would make healers feel pressured but there needs to be more for healers to heal than the current DPS mistakes and infrequent party wide tickles. Making the damage received from mechanics more impactful would also force DPS to take the mechanics more seriously instead of just standing in them because "healer's got me covered once I hit 4 vuln stacks".


    I enjoy healing so I play healer.

    That doesn't mean I don't feel there are some pretty obvious problems with how healers fit into the game's battle design and wish SE would address them.

    I may not agree with most of what the OP has suggested as being the solution but I'm not going to make snarky assumptions about them like you did.
    Honestly? I'd probably reduce healer dmg so that its not a factor in savage encounters while increasing the healing burden on healers but honestly in fights like m3s I still feel healers are struggling sometimes. The problem that often is the case is "what about when they are alone?" If you reduce healer damage then fights take far to long when doing things such as fate grinding. If you reduce tank healing then fights become a simple matter of attrition as they peel down their enemy with reduced damage and hope the enemy runs out of HP before them. Sometimes I feel like SE should just come out and say "These jobs are intended for group content - solo at your own risk" but I feel that will never fly.
    (0)

  9. 09-09-2024 04:38 AM

  10. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,706
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by BunnyQueen View Post
    I said this time and time again. So I am making a post about it. Increase tank health.
    Tanks already have more than double everyone else's passive eHP, though. Why do we need to increase it?

    If you specifically mean reduce the passive mitigation, then, maybe, but... even when we're hitting our 40%s, most of our mitigation is passive.
    (1)

  11. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,091
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    These suggestions seem unusual and strange to me. Maybe they would work? But they aren't what I would say, as someone that has played since ARR.

    To make healers relevant in, say, a dungeon, the answer is simply to not allow tanks to heal themselves to the degree that a Warrior can and to make sure bosses and enemies hit hard with autos/DoTs/vulns.

    How do I know this? Because I played in Heavensward where you would go through a dungeon and, generally, relied on the healer. Getting through it was a partnership between the tank doing good mit, the healer keeping them alive and the DPS killing things before the tank ran out of cooldowns.

    What has changed since then:
    • Tanks have an abundance of self-heals.
    • Tanks have a powerful short-cooldown mit, the 30% mit had its CD reduced, Reprisal became AoE, we got Arm's Length.
    • Tanks got extremely good AoE so mob packs don't last an eternity in an average party of not-competent DPS.
    • Bosses spend so much time doing mechs they don't do hard-hitting autos.
    • Healers have lots of OGCD heals so they don't need to actually cast a heal.
    That said:
    • I always spammed my attacks on a healer, even in ARR and Heavensward.
    • Healing was still often just apply regens on WHM -> DPS -> Benediction if needed.
    • Although healing was like that even then, it was a lot more risky than it is now, and clearly going against the design intention. The difference now is SE decided to design around how we actually play healers.
    (6)

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