This is largely gibberish as PF perceives any high hitting attack as a "heal check". This is why when the parties are faltering DESPITE any present mitigation, healers are blamed. We could define something more like doom mechanics as heal checks but again that's not only what PF perceives as healer responsibility.
In a normal PF party comp, you are not surviving Harrowing Hell or Cross Slash without healing. That's a hard fact. I'll disagree that tank LB is used for anything else besides the path of least resistance to clear. PF first and foremost, prioritizes clearability and odds to that in everything from LB usage to overall strategy handling mechs. Nothing else generally matters. Hell, I'd be surprised if PF Healers even expect mitigation from anyone on average for specific hits because if you are a PF healer then on average you know something is going to be missing / overlapped etc.
This is a real extreme example that rarely happens in PF. If it's obvious someone died to being in the wrong place, no one is sitting there blaming healers for their death on average.
To your first point, this is why you need to shift responsibility AWAY from healer role. That's exactly my point so you change the perception of others. As for the second point, most players engage with PF for raiding so take of that what you will.
I said Healers do not want more responsibility. If that comes in the form of more DPS with the current setup, MORE PF Healers will leave the role. This is proven in every single tier that adds even a modicum of challenge with current healers.
Healers already have the following and they have to play better than every other role when it comes to mechanics specifically as a healer death is far more compromising than DPS or Tank deaths.
-Mitigation
-Healing
-DPS
-Mechanics
With the current setup, if you force much more DPS buttons, you will create an issue where people eventually are like "hey I already have to do all of this and now I have to do a more complex DPS rotation as well?? Forget it, I'll just DPS or Tank." I imagine SE has data that showcased the exact thing occurring to when they reduced DPS kits from HW -> SB -> SHB. If the correlation of Healer having more DPS options on average also lead to more people playing Healer outright, I'd imagine Healers would look very different gameplay wise right now. I think SE reducing DPS buttons off the role is a proof of concept and testament to likely the feedback metrics they are seeing on their end. However, this is also because at current encounter and class design, Healer has to do all of the above.
Actually, I'm not spreading around anything, just saying how PF see's these mechanics as healer responsibility.
Also I found this ironic, but Link
You don't even heal in PF raids. Not a single log in three expansions.
Of these options, if we are considering all levels of gameplay (MSQ, Solo Quests, PF Savage, Hunts etc), then for us to maintain job identity, while also fixing perception of the role etc
I personally would say, with current design, remove mitigation responsibility from Healers, giving that to DPS and Tanks and reduce some of the healing potential on tank (but not all of it). It does not need to be "super mit". Content like Deep Dungeons are kinda removed from class balance. Case in point, people who do deep dungeons on generally ALL roles, tend to avoid fighting monsters anyway especially on higher floors if possible. Even then, you can design content around what's missing, ala Bozja.
For other things like solo duties, you can simply add a duty option for healing/ shielding as needed (if) it's even needed. Most MSQ scripted fights already incorporate some sort of healing (usually passive) so that all classes can do the content with just not getting hit with things you shouldn't.
Overall, what the game should be balanced around the most is PF Savage as that is the most engaging content in the game that actually utilizes all class tools, but especially Healer. It is where most of the Healers have complaints centered around, and also where Healer role showcases the most issues.
Skill issue from you probably. Usually can just do Critlospread and maybe a sacred soil and that was fine Week 1. For SGE, you have Panhaima, + party shield and Pnuema which is enough. Granted I also actually GCD heal as needed. 9/10 times I'd consider myself lucky to have even Reprisal.
I actually don't specifically disagree with your rational here just to be clear. It would make sense, in theory, for Healers to be where the central Heal and mitigation responsibility comes from. However for current, with heavy emphasis on the current, game encounter and overall job design, it doesn't work. Please elaborate on the encounter that would have to exist that warrants Healers to be the all healing / all mitigation beast you desire while also does not create a situation where LESS people show up to heal on PF.
..I'll wait, but it just doesn't exist. You would literally have to design a fight that has nonstop healer and mitigation checks and that is exactly the amount of stress people do not show up for on PF. We have literal examples of this already with EW raids. I'm not sure why anyone believes doing more of the same is the solution to the PF Healer shortage.
If we are talking about the lowest common denominator, I would consider that Expert dungeons, and I am indeed not saying we should balance Healers around Expert dungeon difficulty.
I am however saying, we should balance around how the average pf healer in savage operates. We should balance all job balance (specifically party heal/mit utility) around this. Because it is a necessary focus to preserve the raiding community as a whole.



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